Ieldra Posted September 7, 2007 Share Posted September 7, 2007 And here is it: I would like my NPC to be able to use the items of another class in addition to those of her own class, without actually changing her class and kit. I know I can change the item usage flags globally for a kit, and that would be no problem, since there are no NPCs of the kit my NPC has, and neither have I heard of anyone using this kit for a PC but me. But I would still prefer not do make a global change. I've found nothing that looks like it will work in the CRE structure, so maybe it can't be done, but I'd rather ask first before accepting that. BTW: I also can't change her to dual-class, because then I can't add a kit to the second class, and the kit's important for the character concept - I've tried to hack this, but it doesn't work. I've also tried to tinker with the "original class" flags without actually making her a dual-class character but neither did that work. Link to comment
Avenger Posted September 7, 2007 Share Posted September 7, 2007 Sadly you cannot do this. There is an effect which would make your npc able to use any item, but that's all. Link to comment
Ieldra Posted September 8, 2007 Author Share Posted September 8, 2007 Thanks. It also seems that I can't simply tell my NPC's kit to use two unusable flags by changing the entry in KITLIST.2DA. Is it really necessary to patch all the items I would like to be usable? Link to comment
Ieldra Posted September 8, 2007 Author Share Posted September 8, 2007 This is driving me crazy!!!! My NPC uses a mage kit, but a thief animation, so I wanted to make a piece of personal armor, using the Shadow Dragon armor as a base because it sets the colors just like I want them. For testing purposes, I set all the usability flags, so that everyone should be able to use it, but I still can't wear it. I then proceeded to set the item category to "Robe", but neither did that work. What am I doing wrong? (I made the item with DLTCEP and checked against possible mistakes with NearInfinity, and both report that the item should be usable by everyone) Edit: If I use a robe as a base, set the animation to "Leather Armor" and change the BAM to the Shadow Dragon armor's, it will work as I want, but I can't see where usability is different between the first and the second item - there must be a parameter I have overlooked. Which one is it? Link to comment
Avenger Posted September 8, 2007 Share Posted September 8, 2007 You can't wear it, or you can't cast while wearing it? There are equipping effects that disable the casting button. Link to comment
Avenger Posted September 8, 2007 Share Posted September 8, 2007 Thanks. It also seems that I can't simply tell my NPC's kit to use two unusable flags by changing the entry in KITLIST.2DA. Is it really necessary to patch all the items I would like to be usable? Adding new flags will just further restrict your npc They are not 'usability flags', but 'unusability flags'. Link to comment
Ieldra Posted September 8, 2007 Author Share Posted September 8, 2007 You can't wear it, or you can't cast while wearing it?There are equipping effects that disable the casting button. I can't wear it. I already removed the effect that disables casting. Link to comment
Avenger Posted September 8, 2007 Share Posted September 8, 2007 It could be the stat based restriction. The armor has a minimum strength of 6 set. Link to comment
Ieldra Posted September 8, 2007 Author Share Posted September 8, 2007 It could be the stat based restriction. The armor has a minimum strength of 6 set. ...and you think I'd give my NPC a STR of 5 or less? Even though she's a mage? The problem remains: if I make a robe to look like and function like an armor my mage can wear it, if I simply adjust the usability flags of an existing armor she can't, even though everything looks identical in DLTCEP. Since I have a solution I haven't followed this up, but it is very strange. Link to comment
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