Need advice re capping NPC disposition

Post » Sat Dec 05, 2009 5:36 pm

I did some searching around...so if there is a topic on this already...apologies.

I have an NPC merchant I want to always have a sour (but not aggressive) disposition towards the player. Of course, problem is once the player buys some items from the merchant, she becomes all gushy and friendly. Is there a simple, yet effective, way to cap her disposition below normal levels (while keeping her from becoming physically hostile)?

If there is no simply way to do so this...suggestions on what a script might look like to accomplish this objective?

Thanks in advance for any help offered.

Regards,

Hem
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Tiffany Holmes
 
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Post » Sat Dec 05, 2009 9:05 am

Just add a script to the NPC or some activator in her shop that checks her disposition toward the player, and adjusts it by the difference between what you want and what they are at.

begin menumode 1009set cdisp to .getdisposition playerif cdisp > 30  set tdisp to cdisp - 30  set ndisp to tdisp * -1            ;; basic math, turns a positive number to a negative one  actor.moddisposition player ndispendifend


To keep the actor from being hostile toward the player, just set their aggression at 5, and their responsibility above 40. The vendor won't be able to buy stolen objects, but they also won't attack the player unless the player has a bounty. Although their disposition will still increase as things are sold, as soon as it goes back to dialogue, it should return to that desired level.
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Greg Swan
 
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Joined: Tue Jun 05, 2007 12:49 am

Post » Sat Dec 05, 2009 6:30 pm

Just add a script to the NPC or some activator in her shop that checks her disposition toward the player, and adjusts it by the difference between what you want and what they are at.

begin menumode 1009set cdisp to .getdisposition playerif cdisp > 30  set tdisp to cdisp - 30  set ndisp to tdisp * -1            ;; basic math, turns a positive number to a negative one  actor.moddisposition player ndispendifend


To keep the actor from being hostile toward the player, just set their aggression at 5, and their responsibility above 40. The vendor won't be able to buy stolen objects, but they also won't attack the player unless the player has a bounty. Although their disposition will still increase as things are sold, as soon as it goes back to dialogue, it should return to that desired level.



Okay...gives me a nudge in the right direction.

Thanks! :foodndrink:

Regards,

Hem
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Nicole Coucopoulos
 
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