I don't see how calling for help is a bad thing regardless of your class.
Not everyone is going to hate you.
Something I wanted to point out in the Readme:
Your shouts will be heard at different distances depending on your current environment (Hear No Evil must be installed)
Requirements ------------
- Hear No Evil is highly recommended but not required to use this mod. You can grab it here: http://www.tesnexus.com/downloads/file.php?id=25462
There is a contradiction there. First you say Hear No Evil MUST be installed, then under REQUIREMENTS you say highly recommended but NOT REQUIRED...unless you mean Hear No Evil is not required to use SHOUT.
Hmm, nice mod, but like some gamers before I'd be happy to see a configurable hotkey. Besides, is there any way to dismiss the guys who run up to help you in combat?
After I call for help and the guards chop the guy to pieces, they keep saying, "You shouldn't be here." or some other trespassing dialogue. Do you think you could fix this?
After I call for help and the guards chop the guy to pieces, they keep saying, "You shouldn't be here." or some other trespassing dialogue. Do you think you could fix this?
Helpers still follow me after battle and don't let me alone. Assistants still follow me after fight and I cannot get rid of them in any way. (Sorry for bad English.)
"Great tutorial, but my question was about manually replacing sound files for a vanilla race using an Oblivion Sound Set. I'm using Garrett the Master Thief's voice, so I'll have to manually replace the sound files with something more fitting (none of the vanilla voices will cut it because they sound nothing like him). I guess I can figure it out for myself."
I have the same request, except for that I'm a thief so this mod wouldn't work for me. works great for a non stealthy guy. also they mod would go great with PC powerattack voice or something like that.
I too cant wait for configurable hotkey for shout. Very inopportune that it is G. Been using that key forever as my sheath weapon key and now I'm all messed up when trying to be sneaky.
Post for upcoming BRAIN. Could'nt post at beth so write it here:
You want feedbag ... no wait ... ah, whatever - here it comes:
This was second, but i put it first:
- Just for fun, you might make the Combat of the PC automated, if this is at all possible. The PC-Combat-Behavior is then scripted as the NPC-Combat-Behavior. I believe it might be done, by making a full-actor-copy of the PC, while the PC himself becomes invisible. Hell! I think i just came up with a very cool mod-idea right on its own!!! It certainly has no longtime-appeal, but it should be fun, once in a while. Hey. This could be a once-per-day Greater Power, you must find like the Finger of the Mountain.
Now BACK to your BRAINS mod:
- Let Enemies take into account, what faction you're in. There are mods, that put you into Necromancer, Bandit, Guard Faction and so on, by disguise or otherwise. The PC might be Multi-Faction. Only the highest Faction rang will be taken into account.
So, what am i getting at? Make combat decisions relative to the Enemies/Enemies-faction-realtionship, meaning:
- Certain Inter-Factions-Battles call for more agression, therefor for more miscalculated or just less careful behavior. E.G. Mages Guild Members are more agressive towards Necromancers and vice versa.
Possible effect in this case: They bring their full potential into battle very early, preferring their most powerful magics right at the start (or if they are very good Staffwilders, they use that).
- Certain Factions inspire awe in other factions. E.G. A Commoner is less fearful of a Bandit than he would be of a Necromancer, and therefor less defensive.
- As the modder, you must decide for yourself, if it's enough for the Combatant to just have the proper outfit on the Character, or to be truly of that faction
21 comments
Not everyone is going to hate you.
Something I wanted to point out in the Readme:
Your shouts will be heard at different distances depending on your current environment (Hear No Evil must be installed)
Requirements
------------
- Hear No Evil is highly recommended but not required to use this mod. You can grab it here: http://www.tesnexus.com/downloads/file.php?id=25462
There is a contradiction there. First you say Hear No Evil MUST be installed, then under REQUIREMENTS you say highly recommended but NOT REQUIRED...unless you mean Hear No Evil is not required to use SHOUT.
That is why it's recomended.
Edit: Sorry for double-posting.
Assistants still follow me after fight and I cannot get rid of them in any way. (Sorry for bad English.)
I have the same request, except for that I'm a thief so this mod wouldn't work for me. works great for a non stealthy guy.
also they mod would go great with PC powerattack voice or something like that.
neat mod though.
You want feedbag ... no wait ... ah, whatever - here it comes:
This was second, but i put it first:
- Just for fun, you might make the Combat of the PC automated, if this is at all possible.
The PC-Combat-Behavior is then scripted as the NPC-Combat-Behavior. I believe it might be done, by making a full-actor-copy of the PC, while the PC himself becomes invisible. Hell! I think i just came up with a very cool mod-idea right on its own!!!
It certainly has no longtime-appeal, but it should be fun, once in a while. Hey. This could be a once-per-day Greater Power, you must find like the Finger of the Mountain.
Now BACK to your BRAINS mod:
- Let Enemies take into account, what faction you're in. There are mods, that put you into Necromancer, Bandit, Guard Faction and so on, by disguise or otherwise.
The PC might be Multi-Faction. Only the highest Faction rang will be taken into account.
So, what am i getting at? Make combat decisions relative to the Enemies/Enemies-faction-realtionship, meaning:
- Certain Inter-Factions-Battles call for more agression, therefor for more miscalculated or just less careful behavior.
E.G. Mages Guild Members are more agressive towards Necromancers and vice versa.
Possible effect in this case: They bring their full potential into battle very early, preferring their most
powerful magics right at the start (or if they are very good Staffwilders, they use that).
- Certain Factions inspire awe in other factions. E.G. A Commoner is less fearful of a Bandit than
he would be of a Necromancer, and therefor less defensive.
- As the modder, you must decide for yourself, if it's enough for the Combatant to just have the proper outfit on the Character, or to be truly of that faction
What do you think?
olaf