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Oblivion:NPCs

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[[Category:Oblivion|NPCs]]
'''NPCs''' (standing for '''Non-Player Characters''') is a generic term for all the other humanoids (of various [[Oblivion:Races|races]]) that are encountered while playing [[Oblivion:Oblivion|Oblivion]]. There are several significant differences between NPCs and the other [[Oblivion:Creatures|creatures]] in the game, which are outlined here.

One key difference between NPCs and all other creatures is in trapping their souls: NPC souls cannot be trapped into ordinary Soul Gems; only [[Oblivion:Black Soul Gem|Black Soul Gems]] can be used.

==Named NPCs==
There are many '''named NPCs''' in [[Oblivion:Oblivion|Oblivion]]. These people are all listed on the [[Oblivion:People|People]] page. All quest-givers, [[Oblivion:Trainers|trainers]], and [[Oblivion:Merchants|merchants]] in the game, as well most of the people in cities and towns are named characters. Some named characters are deemed to be Essential ("unkillable"), and they are indicated by a crown-shaped icon when you talk to them. If these characters are attacked, they will go "unconscious" when they reach 0 [[Oblivion:Health|Health]] (typically accompanied by a message on your screen). After a short interval, they will get back up and proceed as usual. However, most NPCs can be killed (with possible consequences later, i.e., if you kill off a [[Oblivion:Master_Training|master trainer]], you will have no means to obtain high-level training in that skill).

Special categories include:
* [[Oblivion:Followers|Followers]]
* [[Oblivion:Essential NPCs|Essential NPCs]]

==Generic NPCs==
There are also many '''generic NPCs''' in the game, most of which are randomly generated. If one dies for whatever reason, the game will eventually generate a new random replacement. Some will always be of a particular [[Oblivion:Races|race]] (i.e., [[Oblivion:Adventurer|Adventurers]] are always [[Oblivion:Orc|Orcs]]; Imperial Legion members are always [[Oblivion:Imperial|Imperials]]). Others will have their race randomly selected.

Friendly NPCs include:
* [[Oblivion:Adventurer|Adventurers]]
* [[Oblivion:Ascended Immortal|Ascended Immortals]]
* [[Oblivion:Battlehorn Castellan|Battlehorn Castellan]] ‡
* [[Oblivion:Battlehorn Castle Men-At-Arms|Battlehorn Castle Men-At-Arms]] ‡
* [[Oblivion:Blackwood Company Guard|Blackwood Company Guards]]
* [[Oblivion:Bodyguard|Bodyguards]]
* [[Oblivion:Bruma_Allies|Bruma Allies]]
* [[Oblivion:Camonna_Tong_Thug|Camonna Tong Thugs]]
* [[Oblivion:City Guard|City Guards]]
* [[Oblivion:Courier|Couriers]]
* [[Oblivion:Dark Brotherhood Murderer|Dark Brotherhood Murderers]]
* [[Oblivion:Fighters Guild Porter|Fighters Guild Porters]]
* [[Oblivion:Imperial Legion Archer|Imperial Legion Archers]]
* [[Oblivion:Imperial Legion Battlemage|Imperial Legion Battlemages]]
* [[Oblivion:Imperial Legion Forester|Imperial Legion Foresters]]
* [[Oblivion:Imperial Legion Soldier|Imperial Legion Soldiers]]
* [[Oblivion:Imperial Prison Guard|Imperial Prison Guards]]
* [[Oblivion:Imperial Watch|Imperial Watch]]
* [[Oblivion:Jailor|Jailors]]
* [[Oblivion:Knight of the Nine|Knights of the Nine]] §
* [[Oblivion:Mage Apprentice|Mage Apprentices]]
* [[Oblivion:Mage Scholar|Mage Scholars]]
* [[Oblivion:Palace Guard|Palace Guards]]
* [[Oblivion:Priest_of_Arkay|Priests of Arkay]]

Enemy NPCs include:
* [[Oblivion:Afflicted Brethren|Afflicted Brethren]]
* [[Oblivion:Arena Combatants|Arena Combatants]]
* [[Oblivion:Argonian Laborer|Argonian Laborers]] †
* [[Oblivion:Argonian Chieftain|Argonian Chieftains]]
* [[Oblivion:Argonian Shaman|Argonian Shamans]]
* [[Oblivion:Argonian Tribesman|Argonian Tribesmen]]
* [[Oblivion:Ascended Immortal|Ascended Immortals]]
* [[Oblivion:Bandit|Bandits]]
* [[Oblivion:Black Rock Captain|Black Rock Captains]]
* [[Oblivion:Black Rock Pirate|Black Rock Pirates]]
* [[Oblivion:Bleak Mine Guard|Bleak Mine Guards]]
* [[Oblivion:Blind Moth Priest|Blind Moth Priests]]
* [[Oblivion:Boethia's Chosen|Boethia's Chosen]]
* [[Oblivion:Chapel Guard|Chapel Guards]]
* [[Oblivion:Conjurer|Conjurers]]
* [[Oblivion:Dremora|Dremora]]
* [[Oblivion:Drothmeri Recruit|Drothmeri Recruits]] †
* [[Oblivion:Drothmeri Soldier|Drothmeri Soldiers]] †
* [[Oblivion:Drothmeri Veteran|Drothmeri Veterans]] †
* [[Oblivion:Forgotten One|Forgotten Ones]]
* [[Oblivion:Hackdirt Brethren|Hackdirt Brethren]]
* [[Oblivion:Highwayman|Highwaymen]]
* [[Oblivion:Khajiit Laborer|Khajiit Laborers]] †
* [[Oblivion:Kurdan's Hunters|Kurdan's Hunters]]
* [[Oblivion:Laborer|Laborers]] †
* [[Oblivion:Marauder|Marauders]]
* [[Oblivion:Mercenary|Mercenaries]]
* [[Oblivion:Mythic Dawn Agents|Mythic Dawn Agents]]
* [[Oblivion:Necromancer|Necromancers]]
* [[Oblivion:Vampire|Vampires]]
† Only with the [[Oblivion:Mehrunes Razor|Mehrunes Razor]] [[Oblivion:Official Plug-ins|official plug-in]].<br>
‡ Only with the [[Oblivion:Fighter's Stronghold|Fighter's Stronghold]] [[Oblivion:Official Plug-ins|official plug-in]].<br>
§ Only with the [[Oblivion:Knights of the Nine|Knights of the Nine]] [[Oblivion:Official Plug-ins|official plug-in]].

==NPC Statistics==

NPCs all have statistics - analogous to your character - including race, gender, class, attributes, skills, health, magicka, and fatigue. There are several key differences in how these attributes are derived.

Most named NPCs have fixed statistics, that are set in the construction set and never vary. In particular, the level of these NPCs is always the same, even as your character [[Oblivion:Leveling|levels up]]. The following sections describing how statistics are determined do '''not''' apply to these named NPCs.

On the other hand, for most generic NPCs their statistics will all vary depending upon your character's level. The level of these NPCs is at a fixed offset relative to your character; these offsets can range from -4 to +10, but are generally in the range -3 to +1. The minimum NPC level is 1. Therefore a [[Oblivion:Bandit|bandit]] with a level offset of -3 will be at level 1 when your first start the game. That bandit will remain at level 1 until your character reaches level 5. For these generic NPCs, all other statistics are derived from the NPC's level.

Generic NPCs are usually equipped with random, leveled equipment (armor, weapons, potions, poisons, scrolls, gold, etc.) The level of the equipment is dictated by your character's level, not by the NPC's level. For example, the quality of an NPC's [[Oblivion:Armor|armor]] is leveled, meaning that you will not meet a bandit wearing glass armor until your character reaches level 20. Even in Rockmilk Cave, where the bandit bosses are 4 levels higher than your character, the bosses will not have glass armor any earlier than level 20.

===Level 1 Statistics===
The statistics of a generic NPC at level 1 are for the most part determined using a very similar system to that used for the player's character.

The similarities include:
* Every NPC has a [[Oblivion:Races|race]] and gender, that determine base [[Oblivion:Attributes|attribute]] values, racial characteristics, and skill bonuses.
* Every NPC has a [[Oblivion:Classes|class]], which defines two preferred attributes, a specialization (combat, magic, or stealth), and seven major [[Oblivion:Skills|skills]].
* Therefore, the initial values of any NPC's attributes and skills are identical to those for a player character created using the same race, gender, and class.
* The NPC's [[Oblivion:Fatigue|Fatigue]] is always calculated the same way as the player character's, namely as the sum of Endurance, Strength, Agility and Willpower.

Differences include:
* There is one additional race available to NPCs, namely [[Oblivion:Dremora|Dremora]].
* Most NPCs do not have [[Oblivion:Birthsigns|Birthsigns]]. In cases where NPCs do have birthsigns, they are generally different birthsigns than those available to the player character.
* There are a lot of NPC-specific default classes.
* Initial NPC [[Oblivion:Health|Health]] and [[Oblivion:Magicka|Magicka]] are determined using a different set of formulas than those used for the player's character:
:* The initial NPC Health is calculated from:
Health = int(([[Oblivion:Strength|Strength]] + [[Oblivion:Endurance|Endurance]])/10) * 2
:* NPC Magicka is always calculated from:
Magicka = 2.5 * [[Oblivion:Intelligence|Intelligence]]

===Skills===
The initial value for each NPC [[Oblivion:Skills|skill]] is set by their race, gender, and class, just as for the player character. The NPC then gains a fixed number of skill points at each level. The rate at which a skill increases is determined by whether or not the skill is a major skill, and whether or not it belongs to the class specialization:
{| class=wikitable style="text-align:center"
! Skill Type !! Points Gained Per Level
|-
| Minor || 0.1
|-
| Specialization || 0.6
|-
| Major || 1.0
|-
| Major + Specialization || 1.5
|}
The skill values are rounded to a whole number.

The result is that an NPC gains on average 11.9 skill points every level. A key difference from the player character is that an NPC does not generally gain 10 points in major skills every level. If the major skills are all in the class specialization, an NPC will gain 10.5 points in major skills each level. But if none of the major skills are in the specialization, an NPC will only gain 7 points in major skills.

===Attributes===
Two NPC attributes are fixed and never increase with the NPC's level: [[Oblivion:Personality|Personality]] and [[Oblivion:Luck|Luck]].

The other six attributes all increase at each level, at a rate dependent upon the number of major skills that are governed by that attribute (only the major skills matter; skills in the class specialization have no effect). The rates are:
{| class=wikitable style="text-align:center"
! Number of Skills !! Points Gained Per Level
|-
| 0 || 0.6
|-
| 1 || 1.4
|-
| 2 || 2.2
|-
| 3 || 3
|}
Unlike the player character, these attribute increases are not dependent upon the number of skill points gained during that level. Also, the NPC can have six attributes increase on a single level up (unlike the player character who is limited to increasing just three attributes).

For example, a NPC in the [[Oblivion:Knight|Knight]] class would gain:
* 3 [[Oblivion:Strength|Strength]] points every level, because [[Oblivion:Blunt|Blunt]], [[Oblivion:Blade|Blade]], and [[Oblivion:Hand to Hand|Hand to Hand]] are all major skills.
* 2.2 [[Oblivion:Endurance|Endurance]] points every level, because [[Oblivion:Block|Block]] and [[Oblivion:Heavy Armor|Heavy Armor]] are major skills.
* 0 [[Oblivion:Personality|Personality]] points every level. Even though [[Oblivion:Illusion|Illusion]] and [[Oblivion:Speechcraft|Speechcraft]] are major skills, Personality never increases for a NPC.
* 0.6 points per level in each other attribute (except for Luck).

In total, a NPC will gain 6.8 to 9.2 attribute points each level (depending upon how many of the NPC's major skills are in "wasted" personality-governed skills). One implication is that as a player it is important to gain at least [[Oblivion:Increasing Attributes|10 attribute points]] each level. Otherwise, NPCs are benefiting more than your character when you level up.

===Health===
NPC [[Oblivion:Health|health]] is determined very differently from the player's health; of all the statistics, this is the one that differs the most from the player's value. Both [[Oblivion:Strength|Strength]] and [[Oblivion:Endurance|Endurance]] determine base health, rather than just Endurance. And the additional Health gained each level is based on the NPC's class, rather than being based upon the current value of Endurance.

The equation to calculate NPC health is:
NPC_Health = LevelFactor * [ (NPC_Level-1)*ClassFactor + (Strength + Endurance)/2 ]
All values are rounded down to the nearest integer.

<code>ClassFactor</code> is a value that ranges from 3 to 6, and is based upon the NPC's class. If the class specialization is Magic, <code>ClassFactor</code> is 3; for Stealth it is 4; and for Combat it is 5. If Endurance is one of the class attributes, <code>ClassFactor</code> is one larger. To provide some examples, for [[Oblivion:Mage|Mages]] and [[Oblivion:Battlemage|Battlemages]] this factor is 3; for [[Oblivion:Thief|Thieves]] and [[Oblivion:Sorcerer|Sorcerers]] it is 4; for [[Oblivion:Barbarian|Barbarians]] and [[Oblivion:Acrobat|Acrobats]] it is 5; for [[Oblivion:Warrior|Warriors]] it is 6.

Values of <code>LevelFactor</code> are as follows:
{| class=wikitable style="text-align:center"
!NPC Level !! LevelFactor
|-
| 1 || 0.4
|-
| 2 || 0.55
|-
| 3 || 0.7
|-
| 4 || 0.85
|-
| 5+ || 1
|}

Because of <code>LevelFactor</code>, low level NPCs have very little health. At level 1, NPC health ranges from just 12 to 20 (compared to the player's 60 to 130). The most important factor in determining level 1 health is the NPC race and gender.

From levels 1 to 5, NPC health increases fairly rapidly because of <code>Level Factor</code>. At level 5, NPC health is in the range 44 to 90.

After level 5, the rate of health increase is dictated by the NPC's class: <code>Class Factor</code> is determined from the class specialization and attributes; increases in strength and endurance are dictated by the class major skills. Until strength and endurance both hit 100, total per level health increases range from 3 to 9. This is less than the per level health increases possible with the player character (3 to 10 without any endurance increases, but up to 20 with endurance increases).

[[Oblivion:Damage Attribute|Damage Endurance]] and [[Oblivion:Drain Attribute|Drain Endurance]] effects do '''not''' decrease an NPC's Health (and neither do [[Oblivion:Damage Attribute|Damage Strength]] and [[Oblivion:Drain Attribute|Drain Strength]]). This is very different from the player character, whose Health is severely affected by reduced Endurance.

===Magicka===
NPC [[Oblivion:Magicka|Magicka]] is set to be 2.5 times the NPC's base (unfortified) [[Oblivion:Intelligence|Intelligence]], at all levels. The most obvious difference from the player's character is that NPCs get 25% more Magicka.

Most magic-wielding NPCs are [[Oblivion:Altmer|Altmer]] or [[Oblivion:Breton|Bretons]], and therefore receive 100 or 50 point magicka bonuses, respectively. These bonuses are technically Fortify Magicka effects and therefore are not included if you look at the character's base magicka in the construction set; they are only apparent if you check the NPC statistics in game. On the other hand, very few NPCs have a birthsign and therefore generic magic-wielding NPCs do not have additional magicka bonuses from their birthsign.

[[Oblivion:Damage Attribute|Damage Intelligence]] and [[Oblivion:Drain Attribute|Drain Intelligence]] effects do '''not''' decrease an NPC's magicka. The only way to decrease magicka is by using [[Oblivion:Damage Magicka|Damage Magicka]], [[Oblivion:Drain Magicka|Drain Magicka]], and [[Oblivion:Absorb Magicka|Absorb Magicka]] effects. Conversely, [[Oblivion:Fortify Attribute|Fortify Intelligence]] does not increase an NPC's magicka, either.

===Fatigue===
NPC [[Oblivion:Fatigue|Fatigue]] is calculated the exact same way as the player character's fatigue at all levels, namely as the sum of Endurance, Strength, Agility and Willpower.

The only known difference with NPCs is that, again, [[Oblivion:Damage Attribute|Damage Attribute]] and [[Oblivion:Drain Attribute|Drain Attribute]] effects do not reduce Fatigue.

===Encumbrance===
NPC [[Oblivion:Encumbrance|Encumbrance]] is calculated the exact same way as the player character's encumbrance at all levels, namely as five times Strength.

This derived statistic '''is''' reduced by [[Oblivion:Damage Attribute|Damage Strength]] and [[Oblivion:Drain Attribute|Drain Strength]] effects as expected. Decreasing a NPC's strength to 0 will always reduce their encumbrance to 0, and thus prevent them from moving.

==Console IDs==
All characters in the game have [[Tes4Mod:FormId#Reference vs. Base Formids|two distinct FormIDs]] that can be used in conjunction with [[Oblivion:Console|Console]] commands: a '''BaseID''' and a '''RefID'''. Most console commands will accept only one of the two types of IDs: the BaseID is generally used in cases where you want to spawn a new copy of an object, whereas the RefID is generally used in cases where you want to interact with an existing copy of an object.

Although this RefID/BaseID distinction exists for all objects in the game, it is particularly important for all of the game's unique NPCs. Most of the game scripts use RefIDs (via the associated EditorID) to control unique NPCs. This means that if you use the <code>placeatme</code> command to spawn a new copy (with a new RefID) of, for example, [[Oblivion:Jauffre|Jauffre]], the new copy of Jauffre will be ignored by most of the quest scripts. Your clone may have the correct dialogues and appearance, but many quest updates triggered by Jauffre will not be triggered by your clone. He won't open the chest in Weynon Priory for you during [[Oblivion:Weynon Priory (quest)|Weynon Priory]]; he won't cause the [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]] gates to open during [[Oblivion:Find the Heir|Find the Heir]]; etc.

Therefore, when using the console with unique NPCs you should always '''avoid''' the <code>[[Oblivion:Console#placeatme|placeatme]] <BaseID></code> command. All of this site's NPC pages provide the NPC's RefID, which should be used to locate or modify the existing copy of the NPC. For example, to move a missing NPC to your location, use:
* <code>[[Oblivion:Console#prid|prid]] <RefId></code>
* <code>[[Oblivion:Console#moveto|moveto]] player</code>
If the NPC is not visible after those commands, then the character may have been disabled, so type:
* <code>[[Oblivion:Console#enable|enable]]</code>
Or if he's dead:
* <code>[[Oblivion:Console#resurrect|resurrect]] 1</code>

If you would prefer to move your character to the location of a NPC (instead of vice versa), you can instead use the command:
* <code>player.moveto <RefId></code>

The RefID and BaseID for objects from mods will all be shown by UESP as starting with "xx", as the value will vary from game to game. To determine the correct two digits, see [[Oblivion:Official_Plug-ins#Construction_Set|this page]].
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