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Override flee AI? Disallow health potions for an NPC?

#1 User is offline   Taehl 

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Posted 05 July 2007 - 01:00 AM

I was wondering, is it possible to make a certain NPC (a person, not a creature) not ever run away from combat, regardless of health? Can you do it without affecting every other NPC?

Also, I'm trying to make this NPC not capable of drinking health potions. To the best of my knowledge, Tribunal added an engine function that forces NPCs to drink any health potions they have when their health is low. Is there some way I could stop a certain NPC from doing this?

Last but not least, I need a creative solution to a special problem. Assuming that the player was a necromancer, and therefore a criminal and a most grievous sinner, how would they get around? It wouldn't make a lot of sense for a necromancer and his decaying army to take a ride on a siltstrider.


Help with any of those would be most appreciated. I'm trying hard to work it out, but I'm a modding novice.
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#2 User is offline   Taehl 

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Posted 06 July 2007 - 05:17 AM

Okay, got the flee and health potion problem fixed. I'm still stuck on the transportation problem, though. Any ideas how to move companions via a script? I know they follow cell transitions via doors and things, but they won't follow if you use on the player a coc, coe, or positioncell command.
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#3 User is offline   Povuholo 

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Posted 06 July 2007 - 09:55 AM

View PostTaehl, on Jul 6 2007, 07:17 AM, said:

Okay, got the flee and health potion problem fixed. I'm still stuck on the transportation problem, though. Any ideas how to move companions via a script? I know they follow cell transitions via doors and things, but they won't follow if you use on the player a coc, coe, or positioncell command.

Maybe you can take a look at the Grumpy's Companion Project template? It's good :)
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#4 User is offline   Taehl 

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Posted 06 July 2007 - 01:47 PM

I know that. I'm already using it. It doesn't have anything in there for custom teleport scripts to move the companion.

Also can someone explain what the following bit of text from warnings.txt means? I have the feeling that it explains why my scripts are broken, but I can't comprehend what they say.

Expression Error: SYNTAX in t_n_altar_script.
Set expression returned an error.
Script Error: Expression in t_n_soulgem_script
Right eval
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