SetDisposition

Post » Fri Feb 18, 2011 11:02 pm

Is it just me, or is this function completely missing? :blink:
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Dean Ashcroft
 
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Post » Sat Feb 19, 2011 5:37 am

Is http://cs.elderscrolls.com/constwiki/index.php/ModDisposition what you're after? Beth uses "mod", OBSE uses "set"... :)
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Inol Wakhid
 
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Post » Fri Feb 18, 2011 9:20 pm

The other subtle thing to note is that disposition is a function of two actors, not just one. And it's not necessarily the same value in each direction - i.e. GetDisposition A B may give a different value than GetDisposition B A, because A likes B, but B hates A.

When you use ModDisposition, be careful with the operand order. Most of the time you're wanting to make an NPC like or hate the player, in order to start or stop combat, so the worst that happens is basically nothing, because changing the player's disposition by mistake won't do anything at all. But when you're doing it between NPC's you'll affect the wrong one. That can get the wrong guy killed by the guards, for example.
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Ice Fire
 
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Post » Fri Feb 18, 2011 6:29 pm

The AI portion of my mod does some extra stuff to 'tweak' an actor's opinion of the player the first time they meet, and then again when the player performs certain kinds of actions or says certain kinds of things. I know exactly what the actor's starting disposition toward the player should be based on these variables and it would be convenient to just set it instead of having to retrieve the current vanilla disposition and then correct for that. It just seemed odd to me that after all of these years there isn't an OBSE 'SetDisposition'. :shrug: More a curious observation (and maybe a teensey-weensey vent) than anything else. Thanks anyways.
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Jenna Fields
 
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Post » Sat Feb 19, 2011 9:03 am

Well, they're adding functions to OBSE all the time, although typically it's for stuff you can't do with vanilla or is quite difficult. It sounds like you can do what you need, it's just tedious. You can try putting a request in the OBSE thread and Scruggsy and company will respond.
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no_excuse
 
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Post » Fri Feb 18, 2011 6:41 pm

Yeah, the OBSE team is awesome. I hate to bug them but they could probably whip something up in 10 minutes. And you're right, I'm just whining. I already have a workaround so it's not a big deal. I was more surprised than anything. 'Nuff said.
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Anna Kyselova
 
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Post » Fri Feb 18, 2011 8:41 pm

Another command you might also want to look at is SetFactionReaction - and this one has a Set, and a Mod! I use that in a mod to vary the disposition of a whole group of NPC's at one time towards a specific character, but it can also be used the other way round. If the NPC's disposition to more than just the player is involved, then putting all those, plus player, into a faction allows you to control disposition toward the entire group at once.
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Chris Duncan
 
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Post » Sat Feb 19, 2011 2:02 am

Another command you might also want to look at is SetFactionReaction - and this one has a Set, and a Mod! I use that in a mod to vary the disposition of a whole group of NPC's at one time towards a specific character, but it can also be used the other way round. If the NPC's disposition to more than just the player is involved, then putting all those, plus player, into a faction allows you to control disposition toward the entire group at once.

I looked into that when I started working on my system but discovered that the game only applies the disposition modifier of the faction with the highest negative reaction and ignores the rest. I had originally planned on controlling everything by adding and removing factions in this way but it turned out to be a dead end for me. I still use factions extensively for grouping NPCs and keeping them from killing each other, and for controlling access and ownership rights. Factions are incredibly useful and underappreciated as a tool, imo. :)
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Heather M
 
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Post » Sat Feb 19, 2011 6:03 am

I looked into that when I started working on my system but discovered that the game only applies the disposition modifier of the faction with the highest negative reaction and ignores the rest.

It seems, after some more testing, that I was wrong about this. It is true if an actor is a member of two or more factions with a reaction modifier toward the PlayerFaction or another faction that the player is a member of (example, two factions, both of which have a reaction modifier toward the Fighters Guild if the player is a member of that guild) but it is not true if the player and the actor are both members of the same guild. In this case, shared faction membership takes precedence over reaction modifiers from non-shared factions. In any case, an actor will only use the highest or lowest reaction modifier out of all the factions which may influence disposition toward the player depending on the rules of precedence outlined in greater detail http://cs.elderscrolls.com/constwiki/index.php/Category:Factions. In other words: faction reaction modifiers never stack.
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Amanda Furtado
 
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