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NPC won't use force powers-TSL


newbiemodder

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I've noticed that my sith lords I've created don't use their force powers against me. They show force powers listed and I've given them 300 force points in their utc file. I'm not sure which template I used to create them but it was the same one for both. I assume it's a script problem. Any help.

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You may need to select the correct scripts for them to use. Open up the UTC in Kotor Tool, and go to the Scripts tab. For an NPC I've made, who kicks my butt with the Force, all of his scripts begin with the prefix "k_hen_..." etc. I think there are others, such as "k_def_..." or something. Check to see what they are, and if they are there at all. By the way, I do not have scripts for OnSpellAt, OnDisturbed, OnEnddialogue, OnRested, and OnDeath, which means they're probably not necessary to get your NPC up and kicking. It seems unnecessary, but double check your entire UTC again. Have you really added force powers? Have you really set the force points correctly? There's been countless times where I've simply forgotten to check a box or something silly like that. Don't give up. Another thing to try is to make sure that the force powers you give your npc have their sublevels selected. In other words, if you give Master Heal to the npc, make sure he has Heal and Improved Heal. I'm not sure what would happen if he doesn't, but it's better to be safe than sorry. Come back here if you need some more help!

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The AI is what determines which Force Powers are cast. Depending on what Force Powers you would like cast, you may have to adjust the AI of the creature. For example: the standard AI gives a pretty slim chance of a creature casting Force Crush, so you'd need to script the AI into casting Force Crush. It seems that in the case of stoffe's Combat Arena, she integrated Darth Traya casting Force Crush into the OnHeartBeat script.

 

But in the comment notes, she did say something about how the script should technically be in the CombatRound script. When I tried to do something similar for my Yavin IV mod, the function was incredibly bugged. My creatures would only cast that Force Power, and no others, they didn't use melee attacks either. I'm really not an expert at scripting, so hopefully someone with more knowledge than me can point you out in the right direction of how exactly to make a creature use a particular Force Power and still use a variety of other attacks. :p

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I would say change the utc file you selected to be template for your new character.

 

Ex. If you want force powers used often choose a utc file of a Sith apprentice or even a boss like Malak or Nihilus utc and then tweak the powers and appearance of the character and save with new named file.

 

This should solve the issue.

 

Logan

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I would say change the utc file you selected to be template for your new character.

 

Ex. If you want force powers used often choose a utc file of a Sith apprentice or even a boss like Malak or Nihilus utc and then tweak the powers and appearance of the character and save with new named file.

 

This should solve the issue.

 

Logan

 

I did this often with n_DarthRevan, and it worked. The NPC even used stoffe's high level force powers. But how to make a new NPC, based on something normal, use force powers?

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Come to think of it, I used Darth Nihilus' UTC for my npc. I didn't think it would have much effect on the npc in terms of stuff like likelihood of force power usage, but I guess it does. That sounds like a good idea. Try to make your npc by modifying an existing UTC for a master of the force in the game. You can modify what force powers they have, so even using Darth Nihilus' UTC, you can modify it to work with a light-sided npc. Conversely, if you wanted to make, say a soldier, you would modify some soldier's UTC.

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