I think Adventures PkG keeps NPCs in quest aliases, and that prevent them to be picked by my mod's logic, so that it doesn't break things. I can have a look at if it is possible to mitigate somehow.
I guess that's also true for some custom followers. Use with caution. Or think of a good way to filter out these NPCs, then I could include it in the mod.
They go in real time (if there is a way, that is no navmesh issues). Skyrim has a built in thing that just makes an NPC to move from their current place to another (think Erandur). I have just reused this mechanics.
Not exactly. It will give you a dialogue with 5 of your allies names. It is up to you to choose one of them - then this ally starts walking to the inn. You can regenerate the list by a special dialogue topic or just by restarting the dialogue. If you already have some allies walking or waiting, you will get fewer than 5 options.
Good idea! Perhaps you could expand this to include faction radiant quest-givers, so that we don’t need to return to a specific city to turn in/receive them?
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It was a mistake
Warning for those who have mods that add allies, such as Vigilant:
Many of those mods already place some NPCs into allies category even before you met them, so they appear in the list of thise mod.
Summon them are NOT advised: in the best case scenario, they will just arrive and walk around without much to say.
In the worst, you can break that mod's quest: This is due the fact that the modder did not expect for you to meet said NPC before some steps.