Skyrim Special Edition

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eu3fan

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eu3fan

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About this mod

This mod adds craftable companions that will can serve as your followers, merchants, and/or simple fixtures in your lovely home. It also adds the ability to apply visual effects on any NPC's by making them look ghost-like, bloodied, poisoned, and more.

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Also available in Skyrim standard edition: http://www.nexusmods.com/skyrim/mods/20908/

Summary: This mods introduces multifunctional NPCs ("house guest") that can serve as housemates, mannequins, merchants, and companions.
Their appearances can be customized to some degree (alpha and shaders) and, by and large, breathe some life into an otherwise bland
adventure experience.

How to start:
1. Workbench -> Craft Homunculi
2. Drop Homunculi to floor from inventory
3. Cast Magelight on it
- Reference video with instructions: https://www.youtube.com/watch?v=ucPs3z7dqDs
- Website with more in-depth details: https://eu3fan.000webhostapp.com/mod/index.php?m=1&s=0

Note: House guests you create will stay down if defeated during a fight. They will only get back up after fight is over - either after a 20 s cooldown or you activate them personally. This is for game balance so that they wouldn't do all the work for you.

How does this mod relate to AFT?
- AFT focuses on the role of follower as a combatant
- This mod adds NPC's that serve domestic purposes (shops, filling up your house, and looking pretty)

Are there conflicts with AFT?
- No, they don't intersect, although you can make one of the house guests into an AFT follower if you want
- House guests do not count towards AFT follower limit unless you turn them int an AFT follower

Important when updating: Every time this mod updates a major version (1.1.1 -> 1.2.1), the player should sleep in a bed so that the update script can fire up and update the mod's internal variables.

Bug:
- Seems like the visual effects purchased through Artisan needs to be re-applied if you just reloaded the game AND you exit the cell
that the NPC with the effect was in. This is a game engine limitation of Skyrim which kills scripts constant effects when NPC's unload and do not allow scripts to restart on NPC reload.

Updates History:
Version 1.3:
- Fixed clothier shop. It was previously empty
- Reduced price of most items in this mod
- Added several visual effects and shaders from Dawn Guard DLC (purchased from Artisan)
- Removed beard from Blacksmith
Version 1.2.2: Fixed crafting cost for clothier. It was mistakenly set to 2000 goat hides instead of 2000 gold
Version 1.2.1: Fixed a bug where guests don't automatically revive after combat is over. Reduced cooldown of revival to 5 second
Version 1.2: Reduced crafting cost of Homunculi to 2000 gold. Original crafting requirements were ridiculous
Version 1.11: Added 3 new shader effects. Special effect books are no longer free
Version 1.10: Introduced "Artisan" and "Relic Hunter" as guests. Added a new system to manipulate the shaders of NPCs.
Version 1.05: Removed the Magelight activation requirement of the Homunculus
due to reports of spell recognition issue in other language versions.

My other mods:
Balanced Followers - No infinite revival during combat: http://www.nexusmods.com/skyrimspecialedition/mods/6708/?
Teleporters - http://www.nexusmods.com/skyrimspecialedition/mods/6612/
Traps and Guardians: http://www.nexusmods.com/skyrimspecialedition/mods/6619/

Videos:
Introduction: https://www.youtube.com/watch?v=ucPs3z7dqDs
Version 1.1 - http://www.youtube.com/watch?v=5AfLQBTTn00
Version 1.0 - http://www.youtube.com/watch?v=D4u4YlsNaSc&feature=youtu.be

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Long description (Old):Everything's described in the website (see above). But here are some brief descriptions:

1. There is a total of 7 unique NPC's and each can be crafted using a work
bench. The item you should be looking for is "Homunculus ([Insert
type])" which is located in the Misc category.

2. Once the homunculus has been crafted, place it on the floor and cast "Magelight"
on it. This will spawn an NPC which would be your new guest

3. Do whatever you like with the guest

General notes:
- Each guest has an anchoring position where it calls home. It is
defaulted to where they were spawned, but can be asked to change.
- If asked to go home, the guests will return to their anchoring point
- Guests can be asked to follow, stay idle, or fool around (i.e. do their own activities).
- Guests will largely behave like mannequins, but may will have
favourites on more powerful equipment if they are given options to
choose
- Each type of guest sells a type of merchandise but the goods themselves cannot be accessed by you or them for free
- Each type of guest has a different fighting style that is related to their name
- Only 1 instance of each type of guest can exist at a time
- Dismissing a guest destroys him/her permanently
- Upon creation of a guest, you receive a ring that, upon equip, will
immediately teleport the corresponding guest to you and set him to
follow. When the guest is dismissed, this ring is also removed from the
game
- Guests are essential NPC's but will be incapacitated when an opponent strikes a "killing blow". When that happens, they will be out
of commission until the fight is over (this setup is to make them useful
but not too overpowered)
- The shaders made available to choose are just a limited set that I tested. If there are cooler ones, please let me know

Technical notes:
- It is currently impossible to name the guests on the fly
- Guests will often have trouble moving in user-created
environments/cells due to the infamous Navmesh bug in Skyrim (I heard
Bethesda is fixing it, but it seems to be still around as of now