removing innate (kit) abilities from NPCs
amika
Member Posts: 34
currently I have this script in an NPC's override .bcs:
Because if I try to remove the innate abilities from the .CRE in EEKeeper, or in my .tp2 file with REMOVE_MEMORIZED_SPELL, it doesn't actually work and they're still in her list when I spawn her in-game. But I notice there's a brief moment after resting where the spells are again accessible, before the script can get to them. Is there a better way/am I just missing something?
IF // Removes default innate abilities to account for summoning ability
HaveSpell("Set_Snare_Trap")
THEN
RESPONSE #100
RemoveSpell("Set_Snare_Trap")
END
Because if I try to remove the innate abilities from the .CRE in EEKeeper, or in my .tp2 file with REMOVE_MEMORIZED_SPELL, it doesn't actually work and they're still in her list when I spawn her in-game. But I notice there's a brief moment after resting where the spells are again accessible, before the script can get to them. Is there a better way/am I just missing something?
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would it be something weird like, the game forcing them on when i spawn her via CreateCreature to test it out, as opposed to having her spawn in an .ARE file?
ahh, yeah, it's an NPC who joins the party! that would be why. thanks!