About this mod
Makes an NPC wander around similar to Talsgar. Initial intent is to work on NPC followers you download to permit them to roam around the world.
- Requirements
- Permissions and credits
If you were to cast this on a character related to a quest, the worst I think would happen is that they may not be where the should be at a specific time, if that were to happen, simply waiting an hour or two (or more depending on where they are in the world) should bring them where they should be since their quest/scene ai should override them at that point and they'll go where they should be, it just might take a while for them to get there.
The reason I am not adding it as a quest (at least at this point) is so that you can add as many npc's as you'd like. Eventually this might change, which will limit how many npc's you can have wandering at the time, but the benefit of that is that we could then keep track of who is wandering as well as disable the package from them also if we desired. When an mcm menu is added, I may very likely modify this to be quest based instead, but will likely leave this very simplified version available in the downloads in case people prefer this method.
Some points to keep in mind: If you send someone off who isn't a very capable fighter, you might just be sending them off to their death if they suddenly decide to roam outside the city walls (their own ai might keep them from leaving I suppose), but it needs testing. Either way, it's something to consider.
Some of the things I've noticed so far, is that they will just walk around and talk to people, go mining, stuff like that. Basically they will pick something within 10000 blocks or whatever that number represents and go do it.
Much like Serana or followers would act in many follower overhauls these days, they will interact with the world, ride horses, etc. You will likely find them in very unexpected locations since they can unlock doors. For instance you might find a wanderful npc in another persons home I suppose. They might decide to go use the chopping block at a forsworn camp, and if their ai doesn't tell them to be wary of such situations, could end up in a heap of trouble because of it.
I DO NOT suggest that you use this in a current game you care about simply due to updates or unexpected behavior at this time. Do as you please, but be aware that future updates may very likely require a new game. If you're not concerned with that and are willing to take a risk of where the npc may unexpectedly go, then I doubt this mod will affect your game otherwise as is, it simply adds a new ai package to the npc, which, depending on their current package stack, may not even fire off to begin with, if ever.
I would expect this mod to be more effective on NPC's with little to barely any ai packages already attached to them. ie: most generic npc followers.
Would like to implement an MCM menu which tracks the npc's and permits you to add/remove them as desired. Keep in mind, that once this stage is implemented, a new game will likely be needed to update it, but I'm not sure.
Would like to remove the spell and modify it to use dialogue instead, or some other method to add/remove wanderers.