SKYRIM
Mercenaries by rmbackslash
Skyrim » Companions
Added: 08/03/2012 - 02:33PM
Updated: 27/12/2012 - 07:29AM

783 Endorsements

9 Latest version

13,870 Unique D/Ls

28,636 Total D/Ls

133,996 Total Views

Uploaded by rmbackslash

Description

Last updated at 7:29, 27 Dec 2012 Uploaded at 14:33, 8 Mar 2012

Short Description
Hire as many Mercanaries and Mercenary archers you can afford. They act like followers, guard, trade, individual or group commands!



MAJOR UPDATES 04/02/2012

Many ideas added to the latest updates are taken in-part or entirely from the discussion in this forum (Thank You!) For complete descriptions of updates please see the forum:
http://forums.bethsoft.com/topic/1357148-opinions-needed-on-mercenaries-mod/page__st__90

1. New Class : Destruction Mage
2. Added Females
3. Compatibility Issues (open cities)
4. Hiring and Cost Adjustments
Player Matched Mercs
Hire multiple Mercs at once
5. User Modifiable Globals (see forum)
7. Names for your Mercs
8. Trade System
9. Troop Formations
10. More Random Faces
11. Lightfoot Perk


How It Works

Talk to "Saad" near the Guard Shack in Whiterun (south entrance). He will contract mercenaries to you. These Mercs will follow you to the depths of hell and back (as long as you pay them)

Upon your first contract, you will be given a "Power" that acts like a quick-menu for group commands. Or if you prefer, you can give them individual commands.

Dismiss them when you want to go solo, then just select follow from the troop menu and they will find you wherever you are.


Orders for Mercenaries

Disregard:
No clue

Follow Me:
All guards are following you. When they're far away they will catch up after time. You can simply wait on your location.

Guard:
All guards will stop on their location and guard this place.

Dismiss:
Use this order to let them "go home" to go solo. Select the Follow Me order to let them follow you again.

Battle Vision:
This does nothing except highlight your troops on the battlefield. I used it during development to observe AI changes, and behavior. I left it becuase I thought players may enjoy having it at first, for the same reason. I prefer to play with it off... but sometimes it's handy.

They turn blue when activated. Red is added when they enter combat, making them a more violet color.