Question about disposition

Post » Wed Dec 07, 2011 8:12 pm

Hello everyone,

It is believed that disposition alretation to specific actors(without any factions, disabled and present in a dummy interior) is much better way of storing data globally concerning selected actors. Now I'm wondering, what factors influence disposition, does Oblivion engine alters disposition with time?

cheers,
brucevayne
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Zoe Ratcliffe
 
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Post » Thu Dec 08, 2011 2:18 am

Not quite sure what you mean by the first part of your post, but factors that affect disposition are listed here: http://www.uesp.net/wiki/Oblivion:Disposition
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Kira! :)))
 
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Post » Thu Dec 08, 2011 4:02 am

Thanks, that article actually answered my question. Completly forgot that there's UESPWiki.

As for what I meant in first part of the question: Sometimes when you want to pass an information from e.g. token script to another one(or a script effect running on the same actor) using globals is not good enough, aspecially if that token script is executed an many actors at the same time. You could use factions to do that, it would work excellent for unique actors, but for actors spawned from leveld lists doing so will not work correctly. Setting a faction rank of an actor does that to the base actor, what will affect all actors spawned later from the same base actor. Storing and transferring information using disposition is a better solution, since modifications to disposition only affect a certain actor, not a base actor.

cheers,
brucevayne
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Patrick Gordon
 
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Post » Wed Dec 07, 2011 9:51 pm

I've found modifying Disposition a little too invasive to the game. I've used it in different ways in severnal mods (NPCs yield, Clothing Matters, etc...).
I think the problem is that a lot of game systems (e.g. Fame, Infamy) use and modify it.
I've now minimised my use of it.

In Clothing Matters, I reset what I modify after I need it's use.
I.e. Before conversation starts, I save the NPC's Disposition. After conversation, I return the NPC's Disposition to what it was.
In early versions of the mod, the Emperor tries to attack you.
End even after I fixed it, some NPCs acted strangely.
The banker in the Za_Bank mod had his disposition set so low that he attacked me on sight.
The weird thing was that I couldn't fix: I.e. I couldn't bring it up to a level (by adding Disposition) where he would not attack me.
The console showed that his Disposition was 100 to me, but he still would still attack me.

And I've removed it from NPCs yield.
However, I stil use in Simple Vampirism Expanded: adding 5 to NPCs you feed on.

Good luck!
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joeK
 
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