Is there a way to change an NPC's feats or skills? I mistakenly chose the wrong weapon specialization (and related feats), and would like to fix this. I looked at the list of console commands >here<, but couldn't find an appropriate command. I also downloaded TCE.EXE, but it seems only to be able to edit PCs, not NPCs. Thanks. -Mike
I know of only one way to change stuff about characters once they are saved. Restart a new game from scratch or go back to a previous save before you changed them.
I found some instructions on how to change them >here<, but I chose not to do so since they don't show up in the character screen. -Mike
I was curious about this myself, so I did a little reading on the forum and this is the closest I could find to a quick fix. I dont really know anything about programming, but I was reading the "Dialog/Python Commands" sticky, here, and I found the command: pc.has_feat(FEAT) Maybe you can just add the feat you want and just "forget" about those other feats you accidentally took? EDIT: I'm assuming that this works for the pc you currently have selected since it doesnt contain any argument for which pc. EDIT again: I found the feat list, in case you were wondering (I was...) in the same thread, here's the link: http://www.co8.org/forum/showpost.php?p=2179&postcount=6
pc.has_feat sounds more like it is just querying whether or not the PC already *has* the feat (also, does it work for NPCs?). Have you tried it? -Mike
Feats for npc's are in protos. Maximum of 10. Can be edited with ProtoEd 2.4.3. Use at risk. Mistakes cause ctd or game wont load/play.
My version of protos stops at ~16000. All the named NPCs have numbers in the 20000s according to description.mes. -Mike
At the top left click on Select shown headers and you get a drop-down menu and npc is one of the selections. Npc's are 14000-14999. You can also edit weapons(4000-up) and armor(6000-up). Protos is very touchy, so back-up/save before doing any changes. Preferrably to an external device of some kind.
protos.tab lists prototype. The names are from description.mes and are what you call things when/if you know their actual name (ie 'Elmo' not 'drunk villager').