New Update - Give Gifts to NPCs Voiced Version 2.0! * Dialog now appears at the bottom of the list. (requested by Bizzquik) * You can now choose to give gold to NPCs. (requested by TheJessaChannel) Use this console code to set the amount of gold you want to give: set givergold to 4 (or whatever amount of gold you'd like to give) The default amount is 10 gold. * If you give gold to an NPC they will give you a flower in return as a token of their esteem.
I am working on a way for NPCs to equip whatever armor or weapons the player gives them, but I haven't made much progress. If I ever get that feature to work, it will be in the next update.
FYI - NPCs will equip better equipment than what they have but you have to force it by "ADDING" something you don't want them to have and then "TAKING" it away right after. That forces the NPC to reevaluate their inventory and they choose the better items. So you create a misc clothing item and add it to the NPCs every time anything is added to them and then you script it to also take it away at the end of the conversation or gift menu or whatever. Hope this helps.
I use it to give small gifts to the shop keeps to get better prices. Not sure what the beggars do with your gifts. If you are giving them armor or clothes, her sticky at the top said that "equipping" wasn't part of it yet. I am sure she would be happy if you could fix that for her.
Mimi...I don't know if your around but wanted to say TY. I really like the idea of being generous in the game..It really adds to the immersion. It is August 2016 but the mod works flawlessly.
April 2017. This mod is something wonderfull. It's a great pleasure to make them smile. Hope it will get an extension one day. Like separate voiced tracks for thanks for food, and dress, and money.
Wait and Check with the Author for permission, a little respect for modders goes a long way. :) also Nexus might take the mod down if you don't have Mimi's permission
Do you still have the file? Even via dm or something if public distribution isn't allowed. Looking at the time since this was last updated I doubt there will be an official port
Avevo installato questa mod tre anni fa e funzionava, molto carina. Poi, ho ricominciato a giocare di recente, l'ho reinstallata, ma purtroppo non "lavora" piĆ¹, anzi il gioco va in crash se provo a donare qualche oggetto. Peccato, aggiungeva un qualcosa al game. Purtroppo devo togliere l'endorsement, sorry.
hello MimiTheAlchemist this is a great mod and i enjoy it very much, can you tell me how to edit in tes5edit so i can give food to dog instead of gold?
I really really wish this was ported to skyrimse! My heart bleeds for all these poor folk and I want desperately to do something for them. Leaving stuff in their house just doesn't work. They ignore it and go on shivering and starving!
Loved this mod in LE! Doing a Law and Order run, I was handing out stuff from the defeated Thieves Guild and Dark Brotherhood to the poor. On the next run I flipped the script and used this in combination with SPERG (I think, it was a long time ago) and found the unique way to go after targets as part of the DB... timed grenades given as a 'gift'. Totally untraceable and highly effective! A very evil use of this mod, to be sure, and preferred it for helping the poor. Still nothing like handing a timed grenade to someone and just walking away...
For me this is the only cool, simple, non-sexual, funtional and immersive way to increase relationship levels in skyrim and I recommend this, however, If anyone is interested this mod could be more enjoyable adding certain conditions to dialogues with CK.
Spoiler:
Show
*ActorTypeNpc = 1 so you cannot "talk" with animals or another random silly talk *GetRelashionshipRank < 1 because once you reach lvl 1 "friend" there's no reason to continue givin gifts without a relation improvement reward *GuardDialogueFaction = 0 Because I don't like wasting junk with the guards, it makes no sense increasing relationship with this kind of ramdom non-unique NPCs
You can add your own conditions to make it perfect to your liking! Enjoy
It's more expedient to do tiny tweaks like this in TES5Edit. Here you go: file at Mega. I implemented all three of adamska001's tweaks, though the GetRelashionshipRank one is redundant (the scripts of the mod already have this test in them; really I would say that script lines that do this are the redundant part, since doing it before the script stage is more efficient).
This is not exactly the re-mod I would make, but it's a start. I don't think it's realistic or immersive that anyone with -4 RelationshipRank (arch-enemy) with you will suddenly become your +1 friend after you give them some near-worthless gift. Nor does it make sense to me that someone already your friend would not feel even more positive toward you upon receiving more gifts. (That is in fact one of the ways that people reinforce and improve their relationships in the real world. Especially toward the love stage. If you've been vaguely flirty with someone, then suddenly give them a sweet gift out of the blue, it's a strong signal of more-than-friends intent; and if you've been casually dating someone for a while and give them a fancy jewelry item, it's an indication that you want to get more serious). Meanwhile, a purported gift from an enemy tends to be distrusted, to be seen as weakness/concession, or at best to be accepted as just a small step toward appeasement and better relations, and only when done just right. That's too complex to capture in a game like this, but having gifts produce only mild and incremental effects upon enemy disposition is probably a reasonable simulation. I also wouldn't even disable the guards from this mod, since I might actually want to strategically bribe a guard or two to be more chummy.
I need to test and see whether the game breaks if you use fractional RelationshipRank values, so that giving a gift to someone at -2 (or lower, after a Charm spell?) might increase it by 0.1, but giving a gift to someone at 0 might move them to 0.25, and so on. Even if it does not break, I don't know if the game would treat a value of 0.25 or 0.75 as if 0 or as if 1 already. Anyway, the goal would be to make it more nuanced and less cheaty. Could also influence the increase by the value of the item. Plus there was someone's idea of faction-based negative gifts that decrease disposition (I don't recall the example, but doing something like giving an Amulet of Talos to a Thalmor representative should not increase their disposition). Anyway, if the fractional values don't work, it could be done with tracking variables and more complicated scripting, but that has its hazards.
I'll have to see about the syntax for doing such an increment in the first place, instead of setting an exact constant. The scripts are currently doing this: akspeaker.setrelationshiprank(Game.getPlayer(), 1) So, I am wondering if something like this would work: akspeaker.setrelationshiprank(Game.getPlayer(), (akspeaker.getrelationshiprank(Game.getPlayer() + 0.25)) or, more cleanly, putting the original value of akspeaker.getrelationshiprank(Game.getPlayer()) into a numeric variable, incrementing it, then resetting relationshiprank(Game.getPlayer()) to that modified variable.
I'm mostly a gear and conflict-patch modder; I don't know a lot about dialogue/quests, or Papyrus scripts as of yet. And after a year off, and building a new PC, and starting STEP over again, I'm way behind on a lot of modding projects, so I'm not sure I'll get around to this any time soon. There are other things that could be tweaked. E.g., it seems to have a voiced dialogue branch for every vanilla voice, but I don't see anything to (in subtitles only) handle custom-voiced NPCs. And it should be possible to offer food to certain kinds of animals (dogs, horses, but not sabercats!). And most of the scripts are nearly identical, so it should be feasible to move the majority of their code into functions and just call the functions. AND, I also wonder whether it might be more sensible to implement a lot of this as magic effects instead of scripts, so that the values and such can be changed in CK/TES5Edit instead of having to use Papyrus Script Compiler. Oh, and there's the idea of giving the NPC a dummy item and taking it back, to force re-assessment of inventory and re-equipping.
Darklocq, you have very good ideas here, like offering food to certain kinds of animals. You should publish a new mod if the permission allows you to.
You mentioned not seeing anything to (in subtitles only) handle custom-voiced NPCs. Is this why I don't have "I have a gift for you" with custom voiced NPCs, but I do have "I want to help you. Here is some gold" with them? [Edit] In SSEEdit, I tried adding an entry under "I have a gift for you", and then deleted its PNAM - previous info and changed it to Null, and also changed its DNAM - response Data to e0cbb "How can I argue with that?" (or some other choice). It seems to be working on my custom-voiced NPC. Also, the conditions you added on Quest I don't think work. They need to be added on the two main Dialogue Topics.
By the way, I'm able to use this mod's v2.0 in SSE after running it through CAO and resaving the esp in CK.
There's still a use for this mod today in SE if only it worked - unfortunately it CTDs before the game loads when I try to use it in SE. It would be so much nicer to immersively just give gifts, eg potions, clothes, septims etc, without having to feel like a thief, levelling up pickpocket then sneakily placing things in people's pockets.
I've never been able to get CK to work with my mod list in MO2 so saving it myself for use with SE is not an option. The suggested 'Outfit NPCs converted to SE' is not the same thing.
This is looking pretty much like abandonware.
Could someone consider publishing a version which works with Special Edition - pretty please ? :)
172 comments
* Dialog now appears at the bottom of the list. (requested by Bizzquik)
* You can now choose to give gold to NPCs. (requested by TheJessaChannel)
Use this console code to set the amount of gold you want to give:
set givergold to 4 (or whatever amount of gold you'd like to give)
The default amount is 10 gold.
* If you give gold to an NPC they will give you a flower in return as a token of their esteem.
I am working on a way for NPCs to equip whatever armor or weapons the player gives them,
but I haven't made much progress. If I ever get that feature to work, it will be in the next
update.
Not sure what the beggars do with your gifts.
If you are giving them armor or clothes, her sticky at the top said that "equipping" wasn't part of it yet.
I am sure she would be happy if you could fix that for her.
Thanks in advance.
also Nexus might take the mod down if you don't have Mimi's permission
*ActorTypeNpc = 1 so you cannot "talk" with animals or another random silly talk
*GetRelashionshipRank < 1 because once you reach lvl 1 "friend" there's no reason to continue givin gifts without a relation improvement reward
*GuardDialogueFaction = 0 Because I don't like wasting junk with the guards, it makes no sense increasing relationship with this kind of ramdom non-unique NPCs
You can add your own conditions to make it perfect to your liking! Enjoy
This is not exactly the re-mod I would make, but it's a start. I don't think it's realistic or immersive that anyone with -4 RelationshipRank (arch-enemy) with you will suddenly become your +1 friend after you give them some near-worthless gift. Nor does it make sense to me that someone already your friend would not feel even more positive toward you upon receiving more gifts. (That is in fact one of the ways that people reinforce and improve their relationships in the real world. Especially toward the love stage. If you've been vaguely flirty with someone, then suddenly give them a sweet gift out of the blue, it's a strong signal of more-than-friends intent; and if you've been casually dating someone for a while and give them a fancy jewelry item, it's an indication that you want to get more serious). Meanwhile, a purported gift from an enemy tends to be distrusted, to be seen as weakness/concession, or at best to be accepted as just a small step toward appeasement and better relations, and only when done just right. That's too complex to capture in a game like this, but having gifts produce only mild and incremental effects upon enemy disposition is probably a reasonable simulation. I also wouldn't even disable the guards from this mod, since I might actually want to strategically bribe a guard or two to be more chummy.
I need to test and see whether the game breaks if you use fractional RelationshipRank values, so that giving a gift to someone at -2 (or lower, after a Charm spell?) might increase it by 0.1, but giving a gift to someone at 0 might move them to 0.25, and so on. Even if it does not break, I don't know if the game would treat a value of 0.25 or 0.75 as if 0 or as if 1 already. Anyway, the goal would be to make it more nuanced and less cheaty. Could also influence the increase by the value of the item. Plus there was someone's idea of faction-based negative gifts that decrease disposition (I don't recall the example, but doing something like giving an Amulet of Talos to a Thalmor representative should not increase their disposition). Anyway, if the fractional values don't work, it could be done with tracking variables and more complicated scripting, but that has its hazards.
I'll have to see about the syntax for doing such an increment in the first place, instead of setting an exact constant. The scripts are currently doing this:
akspeaker.setrelationshiprank(Game.getPlayer(), 1)
So, I am wondering if something like this would work:
akspeaker.setrelationshiprank(Game.getPlayer(), (akspeaker.getrelationshiprank(Game.getPlayer() + 0.25))
or, more cleanly, putting the original value of akspeaker.getrelationshiprank(Game.getPlayer()) into a numeric variable, incrementing it, then resetting relationshiprank(Game.getPlayer()) to that modified variable.
I'm mostly a gear and conflict-patch modder; I don't know a lot about dialogue/quests, or Papyrus scripts as of yet. And after a year off, and building a new PC, and starting STEP over again, I'm way behind on a lot of modding projects, so I'm not sure I'll get around to this any time soon. There are other things that could be tweaked. E.g., it seems to have a voiced dialogue branch for every vanilla voice, but I don't see anything to (in subtitles only) handle custom-voiced NPCs. And it should be possible to offer food to certain kinds of animals (dogs, horses, but not sabercats!). And most of the scripts are nearly identical, so it should be feasible to move the majority of their code into functions and just call the functions. AND, I also wonder whether it might be more sensible to implement a lot of this as magic effects instead of scripts, so that the values and such can be changed in CK/TES5Edit instead of having to use Papyrus Script Compiler. Oh, and there's the idea of giving the NPC a dummy item and taking it back, to force re-assessment of inventory and re-equipping.
You mentioned not seeing anything to (in subtitles only) handle custom-voiced NPCs. Is this why I don't have "I have a gift for you" with custom voiced NPCs, but I do have "I want to help you. Here is some gold" with them?
[Edit] In SSEEdit, I tried adding an entry under "I have a gift for you", and then deleted its PNAM - previous info and changed it to Null, and also changed its DNAM - response Data to e0cbb "How can I argue with that?" (or some other choice). It seems to be working on my custom-voiced NPC. Also, the conditions you added on Quest I don't think work. They need to be added on the two main Dialogue Topics.
By the way, I'm able to use this mod's v2.0 in SSE after running it through CAO and resaving the esp in CK.
It would be so much nicer to immersively just give gifts, eg potions, clothes, septims etc, without having to feel like a thief, levelling up pickpocket then sneakily placing things in people's pockets.
I've never been able to get CK to work with my mod list in MO2 so saving it myself for use with SE is not an option. The suggested 'Outfit NPCs converted to SE' is not the same thing.
This is looking pretty much like abandonware.
Could someone consider publishing a version which works with Special Edition - pretty please ?
:)