Yoshimo automatic AI after Spellhold (big spoiler)
_Connacht_
Member Posts: 169
I used the console and ctrl-Q in Spellhold to make Yoshimo join my party after he betrays CHARNAME.
However, the game automatically sets his behaviour so that:
- he will attack even if party AI is disabled, if stealthing he will leave the shadows as soon as he sees any hostile, giving other orders (like running away) is harder since he stops and is forced to attack again;
- he will be stuck to melee fighting, if I select the second weapon which is a bow, he will revert back to his katana, ignoring also customized script AI;
- if I remove all his weapons from the slots, the game automatically spawns two magical Yoshimo's Katana+1 that can't be removed.
I think these are old scripts forcing him to fight after the confrontation in the lab, maybe a new EE script preventing the old exploit of leaving him naked before entering Spellhold.
Well, actually these are not real problems, I dual classed him and he's now perhaps my best melee damage dealer, so who cares? However, it's a bit annoying when I don't want my party members to scatter and attack but stand still, forcing me to micromanage Yoshimo.
Do you know if I can change some variables with ShadowKeeper in order to reset his AI?
EDIT: tried to change "script override" from YOSHIMOX to YOSHIMO (I checked and it becomes YOSHIMOX after the betrayal), but he insta-perma-dies (perhaps in order to prevent another old exploit when you left Yoshimo outside Spellhold). Adding different script like MINSC gets erratic behaviour and Yoshimo is constantly trying to talk but can't.
However, the game automatically sets his behaviour so that:
- he will attack even if party AI is disabled, if stealthing he will leave the shadows as soon as he sees any hostile, giving other orders (like running away) is harder since he stops and is forced to attack again;
- he will be stuck to melee fighting, if I select the second weapon which is a bow, he will revert back to his katana, ignoring also customized script AI;
- if I remove all his weapons from the slots, the game automatically spawns two magical Yoshimo's Katana+1 that can't be removed.
I think these are old scripts forcing him to fight after the confrontation in the lab, maybe a new EE script preventing the old exploit of leaving him naked before entering Spellhold.
Well, actually these are not real problems, I dual classed him and he's now perhaps my best melee damage dealer, so who cares? However, it's a bit annoying when I don't want my party members to scatter and attack but stand still, forcing me to micromanage Yoshimo.
Do you know if I can change some variables with ShadowKeeper in order to reset his AI?
EDIT: tried to change "script override" from YOSHIMOX to YOSHIMO (I checked and it becomes YOSHIMOX after the betrayal), but he insta-perma-dies (perhaps in order to prevent another old exploit when you left Yoshimo outside Spellhold). Adding different script like MINSC gets erratic behaviour and Yoshimo is constantly trying to talk but can't.
Post edited by _Connacht_ on
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Comments
This is what happens when you entertain the idea of keeping that traitor alive. Once a traitor always a traitor and he will undermine you every step of the way.
Why, for the love of all that's holy, why?????????
Kill it, kill it with fire.
Next question.....
Still hate him though..........(have you read my fic?)