Adding a post here to update anyone who was tracking this mod. Since the legendary patch, and UFO (Ultimate Follower Mod) does almost everything this mod here does, it will likely be abandoned. It's here in case anyone wants to play with any of the files. This mod was a lot of work, and never really was that popular with the general audience. My current mod I'm working on is here http://skyrim.nexusmods.com/mods/37855/? and until it is done I don't think I'll be working on epic endeavours anymore sadly. Legendary patch 1.09 scales the enemies properly and gets rid of that "lack of a challenge." I may release in the future some smaller mods such as the conjuration spells and such, but there's no need to delve deeper into the difficulty of skyrim.
It has been nearly nine months since the last update - I hope this mod isn't abandoned however I have taken it out of my mod list and added it to my tracked mods just in case.
If this mod does get picked up again I have a suggestion when it comes to the Ursas because at their current size they are just too big. They cause severe issues when fighting them indoors (as part of Aela's "kill beast X") quests. The biggest of these issues is they keep popping out of the interior spaces and end up on top of the interior spaces (basically outside on the roof) and wont come back inside until combat stops and the ursa returns to the default position. Perhaps if they were scaled down to be halfway between the size they are now and the size of the default bears they would not be so buggy in this situation.
Hey. Could you format the description a bit? With some lists, bold headlines and so on. It's hard to see through all the features and changes with a huge block of text, since I maybe want to do a review also (though I read everything ;])
@MrCasual159 Someone commented on that before I think. They told me there was a mod that allowed an added follower to change classes based on what you tell them to be. I think this is probably possible to do for all followers, however I think it would take a very very long time to do. Reasoning is you might have to make a different template for each different class and set conditions to be met for each dialogue option you choose. For example if someone told Muiri to be a dual wield spellsword all previous conditions would become false and the one asked would be true, the condition would trigger an event that would create a new Muiri and destroy the old one. All the while you'd have to make sure the new Muiri had every single quest and follower and marriage dialogues as well as whether or not she was already a follower/quests done/married. This would take a lot of work for even just one follower. There may be an easier way but I can't really think of one as I havn't really looked at all their dialogue yet. Maybe in the future I'll add two new followers who can be whatever the player wants them to be. Honestly an easier way to do this would just create a class and AI that can do literally anything or everything it wants to. I didn't want to do that because I think it's nice to have that diversity.
Bit of a left-field question, here, but how difficult would it be to add in a way to direct your followers in what combat abilities they use? Such as having them restrict themselves to melee, or spells, or bows, or just "go nuts".
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Sure, it does need some tidying up. Should be able to get around to it in the next few days.
If this mod does get picked up again I have a suggestion when it comes to the Ursas because at their current size they are just too big. They cause severe issues when fighting them indoors (as part of Aela's "kill beast X") quests. The biggest of these issues is they keep popping out of the interior spaces and end up on top of the interior spaces (basically outside on the roof) and wont come back inside until combat stops and the ursa returns to the default position. Perhaps if they were scaled down to be halfway between the size they are now and the size of the default bears they would not be so buggy in this situation.
Sure, it does need some tidying up. Should be able to get around to it in the next few days.
Someone commented on that before I think. They told me there was a mod that allowed an added follower to change classes based on what you tell them to be. I think this is probably possible to do for all followers, however I think it would take a very very long time to do. Reasoning is you might have to make a different template for each different class and set conditions to be met for each dialogue option you choose. For example if someone told Muiri to be a dual wield spellsword all previous conditions would become false and the one asked would be true, the condition would trigger an event that would create a new Muiri and destroy the old one. All the while you'd have to make sure the new Muiri had every single quest and follower and marriage dialogues as well as whether or not she was already a follower/quests done/married. This would take a lot of work for even just one follower. There may be an easier way but I can't really think of one as I havn't really looked at all their dialogue yet. Maybe in the future I'll add two new followers who can be whatever the player wants them to be. Honestly an easier way to do this would just create a class and AI that can do literally anything or everything it wants to. I didn't want to do that because I think it's nice to have that diversity.