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Post by Kevaar on Jul 17, 2017 20:50:13 GMT
Heyo! Decided I'd finally jump on the bandwagon and get out this follower mod that's been kicking around in my brain for the past year or two. But while tinkering with it, I have a question. What skills and abilities have a noticeable effect on follower performance during gameplay?
Specifically: 1) If the follower has a high unarmored skill, I hear they start refusing to equip armor because of it. True/False? 2) The same applies for hand-to-hand, where they don't use any weapons (except bows when out of range). True/False? 3) Can a companion with a low Sneak skill make it easier for monsters to detect both them and the player when they are sneaking? 4) Do the magic skills affect the spells they cast? I.E. If they have a low destruction spell and cast a fireball, will the fireball be weaker or have a greater chance of failing? 5) Does Speechcraft interact with the players' at all? Will an NPC with a high Speechcraft be harder to "Admire" for instance, or is that all based on the player's Speechcraft?
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Post by jgf on Jul 18, 2017 8:36:23 GMT
Companions, unless custom scripted, follow standard NPC behaviour. Due to a bug in the game unarmored doesn't work unless you are wearing at least one piece of armor (there is a workaround mod for the player), so companions usually will don the best armor they have for their armor rating even with high unarmored skill (for example if their medium armor rating is highest, they will use the best medium armor they have, even if they have better heavy armor in inventory; but if all armor ratings are about the same they will use the best armor period); the same goes for weapons. When unarmored they will wear the most expensive clothing they have. Companion sneak, speechcraft, mercantile, etc., skills have little to no effect in game; their level and skills will track the player's (modified somewhat by the companion race and class) but usually 3-4 levels lower, so you will always have a speechcraft advantage. Some companions, such as Laura, give the player some control over their skills (with Laura you can buy skill books for her to read). As for hand-to-hand, it seems companions will only resort to that if they have no weapons at all.
Companion use of magic is also like NPCs. Most spells have ranges, such as fire damage 8-15pts, higher destruction skill will give the 15pt damage, lower skill the 8pt (same as the player); I've seen no evidence NPCs/companions ever fail casting a spell but it's best to keep their spells well within the skill range - the percent of their total magicka used by a single cast is a good indicator. Companions are also very stupid about using magic; most are scripted to levitate, water walk, water breathe, and fast travel, with you, but beyond that don't expect them to use more than basic destruction, restoration, and summon spells (and for restoration it is better to give them potions). Companions will readily use elemental magic but it's best to give them only touch spells, with ranged spells they are as likely to hit you as your opponent. And NEVER give them area effect spells! (as far as the game is concerned you, the player, are responsible for anything your companion does; around friendly NPCs collateral damage from an area effect spell will get you bounties for all those "assaults", and all those NPCs will attack you ...not to mention you fighting a couple of rats in a cave and your companion decides a 20ft frostball is the perfect way to "help")
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