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This event is triggered after an NPC's disposition is calculated. This is done frequently. The disposition value can be changed to alter the resulting value. The disposition should be consistent between calls.

--- @param e dispositionEventData
local function dispositionCallback(e)
event.register(tes3.event.disposition, dispositionCallback)


This event can be filtered based on the reference event data.


An event can be claimed by setting e.claim to true, or by returning false from the callback. Claiming the event prevents any lower priority callbacks from being called.

Event Data⚓︎

  • clamped (boolean): Read-only. If true, the disposition value will end up clamped between 0 and 100.
  • disposition (number): The precalculated disposition. This can be set to override the value.
  • mobile (tes3mobileActor): Read-only. Convenient access to the reference's mobile. The mobile may not be available if the target has not been visited recently, e.g. when scripts access dispositions.
  • reference (tes3reference): Read-only. The reference whose disposition is being calculated.


Example: Reimplementation of the vanilla disposition calculation.

--- @param e dispositionEventData
local function onDispositionCalculation(e)
    -- Get some context.
    local reference = e.reference
    local npc = reference.object
    local player = tes3.player
    local playerMobile = tes3.mobilePlayer

    -- Get our starting disposition.
    local disposition = npc.baseDisposition

    -- Same-race gives a bonus.
    if (npc.race == player.object.race) then
        local fDispRaceMod = tes3.findGMST(tes3.gmst.fDispRaceMod).value
        disposition = disposition + fDispRaceMod

    -- Adjust disposition by personality.
    local fDispPersonalityBase = tes3.findGMST(tes3.gmst.fDispPersonalityBase).value
    local fDispPersonalityMult = tes3.findGMST(tes3.gmst.fDispPersonalityMult).value
    disposition = disposition + (playerMobile.personality.current - fDispPersonalityBase) * fDispPersonalityMult

    -- If they have a faction, adjust it accordingly.
    local faction = npc.faction
    if (faction) then
        -- Figure out the reaction to use.
        local reaction = 0
        local pairedFaction = nil --- @type tes3faction?
        if (not faction.playerJoined or faction.playerExpelled) then
            local lowestReaction, lowestFaction = faction:getLowestJoinedReaction()
            if (lowestReaction) then
                reaction, pairedFaction = lowestReaction, lowestFaction
            local selfReaction = faction:getReactionWithFaction(faction)
            if (selfReaction) then
                reaction = selfReaction

        -- Get the player rank from the faction if we found one.
        local playerRank = 0
        if (pairedFaction) then
            playerRank = faction.playerRank

        -- Finally calculate our faction modifier.
        local fDispFactionRankBase = tes3.findGMST(tes3.gmst.fDispFactionRankBase).value
        local fDispFactionRankMult = tes3.findGMST(tes3.gmst.fDispFactionRankMult).value
        local fDispFactionMod = tes3.findGMST(tes3.gmst.fDispFactionMod).value
        disposition = disposition + fDispFactionMod * reaction * (fDispFactionRankBase + playerRank * fDispFactionRankMult)

    -- Apply crime penalty.
    local fDispCrimeMod = tes3.findGMST(tes3.gmst.fDispCrimeMod).value
    disposition = disposition - playerMobile.bounty * fDispCrimeMod

    -- Apply disease penalty.
    if (playerMobile.isDiseased) then
        local fDispDiseaseMod = tes3.findGMST(tes3.gmst.fDispDiseaseMod).value
        disposition = disposition + fDispDiseaseMod

    -- Apply weapon drawn penalty.
    if (playerMobile.weaponDrawn) then
        local fDispWeaponDrawn = tes3.findGMST(tes3.gmst.fDispWeaponDrawn).value
        disposition = disposition + fDispWeaponDrawn

    -- Pass the new disposition to the event.
    assert(disposition == e.disposition, string.format("Calculated disposition of %d didn't match vanilla value of %d.", disposition, e.disposition))
    e.disposition = disposition
event.register(tes3.event.disposition, onDispositionCalculation)