Sorry about double post. Saw some questions I can answer.
I'm wondering how possible it is for me to tweak a summon spell, so instead of summoning a Mountain Lion, it uses the Wild Pahmer model from MMM. I've had a poke around in the CS, finding the summon version of the Lion, and took note of the various nifs it points to. But was a little wary about going further without getting advice first. Would it be a simple case of pointing this bit to the nifs of the Pahmer, rather than the Lion? Would it also require me to fire up both the Oblivion and MMM esms in the CS so the Pahmer nifs are available? Are there any pitfalls or potential issues I should be aware of?
Sorry, wasn't quite as quick a question as I'd planned, but thanks in advance for any advice.
If you change the original summon lion magic effect then you make the spell no longer a summon lion but a summon Pahmer and it can cause MAJOR mod conflicts with other mods that edit the magic effect.
The best way to go would be to make your own esp, then make your own Pahmer creature which points to the Pahmer meshes (which means you don't need to have your esp require MMM), place a reference of the Pahmer creature in a dummy cell somewhere and make a reference ID for it, place an XMarker in there too and make a ref ID for it, then make a spell with a script effect to summon the Pahmer.
Then put a script like this on the spell:
scn SummonPahmerBegin ScriptEffectStart PahmerRef.moveTo player 50,0,0EndBegin ScriptEffectFinish PahmerRef.moveTo MarkerRefEnd
I have a question. Tried searching but no luck.
I would like to know what exactly makes guards run to you and initiate conversation when you have a bounty? I can't find anything in the "crime" quest and script that would make them do so. Is it perhaps simply hardcoded behaviour for guard classes?
I think it might be indeed hardcoded, but if you are trying to replicate the behavior take a look at the http://cs.elderscrolls.com/constwiki/index.php/Ambush_Package that Highwaymen use.