I have a standard enemy spellcaster. Level 5 sorcerer. However, they apparently feel that running up and duking it out with the PC is a far better combat choice than blasting him, making them at best good for a laugh and not a challenge. How can I fix this?
Make spellcasters actually use magic.
Débuté par
The Mostly Silent One
, mars 23 2011 04:27
#1
Posté 23 mars 2011 - 04:27
#2
Posté 23 mars 2011 - 04:44
1) give him combat casting
2) try setting a variable X2_L_BEH_MAGIC to 99999
3) if none of this work try Community Patch 1.70
2) try setting a variable X2_L_BEH_MAGIC to 99999
3) if none of this work try Community Patch 1.70
#3
Posté 23 mars 2011 - 08:38
1/2 didn't work. I'll try the community patch.
#4
Posté 23 mars 2011 - 08:39
3 didn't work either.
#5
Posté 23 mars 2011 - 11:12
According to the script "x2_inc_switches" the valid values for the local int X2_L_BEH_MAGIC (which must be set on the creature's blueprint) range from 0 to 100.(100 meaning 100% of the time and 0 for never).
Also keep in mind that your sorcerer needs charisma to cast spells.
-420
Also keep in mind that your sorcerer needs charisma to cast spells.
-420
#6
Posté 23 mars 2011 - 11:53
Good point with the blueprint, but if the creature is in placed manually into area, keep in mind that if he changes it in blueprint (or say palette) then he must drag the creature from blueprint again.420 wrote...
According to the script "x2_inc_switches" the valid values for the local int X2_L_BEH_MAGIC (which must be set on the creature's blueprint) range from 0 to 100.(100 meaning 100% of the time and 0 for never).
Also keep in mind that your sorcerer needs charisma to cast spells.
-420
As for values:
Also when doing community patch and trying to fix some AI issues I found out that value of 100 don't have to work because nOffense or nCompassion may contain values much higher than 100. Thats why I adviced 9999.x0_i0_generic.nss
nMagic = nMagic + AdjustBehaviorVariable(nMagic, "X2_L_BEH_MAGIC");
nOffense = nOffense + AdjustBehaviorVariable(nOffense, "X2_L_BEH_OFFENSE");
nCompassion = nCompassion + AdjustBehaviorVariable(nCompassion, "X2_L_BEH_COMPASSION");
oh, yea charisma... creatures need sufficient caster ability score to cast spells unless you set the spells via special ability tab where they can cast without it
if neither charisma was the problem, send me that creature via some web service and I take a look
Modifié par ShaDoOoW, 23 mars 2011 - 11:55 .
#7
Posté 24 mars 2011 - 05:22
I got it working. The variable and raising the Charisma fixed the problem. Thanks.





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