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Oldkottor

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oldkottor

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25 comments

  1. jinteki3
    jinteki3
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    So, i enter whiterun for the first time and the blacksmith wife is talking to the air (instead of the imperial guy asking for swords), she is talking alone responding like there is someone there asking questions but noone is there, only a note in the ground since the guy went on a pilgrimage...

    EDIT: And then when i'm leaving whiterun the two alikr warriors looking for saadia are talking alone since the guard is not there... ah i have to give up on this mod because i doubt the fault in on my end.
    1. oldkottor
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      Hmm, I will check if I have forgot to take into account the InScene flag. Or is it glitchy.
    2. Xaliber13
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      Hi oldkottor. How's the check?
    3. oldkottor
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      I forgot. But now I have checked and I have a "IsInScene == 0" condition when selecting NPCs. I wonder if it a wrong or bugged condition.

      Edit.
      It is quite probable that NPCs are not considered to be in a scene before they are loaded, so when they are finally loaded there is a conflict between a scene and my mod.
      I am thinking of a better way to filter out such NPCs. One way is to select only loaded NPCs, but that would limit the options in the beginning of a playthrough. Another way is to create a custom "do not select me" faction and put these NPCs in it, but then it will filter them out even after the scene ends.
  2. preyka
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    Hey, I've encountered NPC with your package which shouldn't be affected, I suppose?


    What can be the problem?
  3. NikiRandom
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    Great idea. Is anyone running it alongside AI Overhaul or similar?

    Just wondering how it might play with such mods that give NPCs a daily routine etc
    1. oldkottor
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      It should play alright. My mod adds NPCs to a quest as aliases and apply a package on these aliases, thus making this package of the first priority. When the quest ends in the background, the NPCs are released from the aliases and their usual packages are used again, so they return to their day-to-day lives.
  4. TwerkannosaurusRex
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    So what happens if I level up multiple times before they finish their pilgrimage? Would I have to worry about any sort of save corruption, or anything breaking?
    1. oldkottor
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      The whole pilgrimage logic is governed by a hidden quest, that is started by the story manager. And as per my knowledge the game would not start a quest if it already running. So it is taken care of under the hood.
      That means that some quick consecutive level ups could be skipped in terms of this mod.
    2. TwerkannosaurusRex
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      Thanks! I'll download and try it.
  5. waeq17
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    This is such a neat idea, I love it!
  6. Ethdhelwen
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    I am looking forward to using this mod. It's just the sort of 'daily life' immersion I love!

    Might I just ask whether the chosen NPCs become essential for the duration of their pilgrimage? Some of them might otherwise quickly fall victim to some encounter on their way. Or, does the mod place a new version of the NPC back at their original spot after 48 hours? Of course, if they are not essential for reasons of realism, I am happy to play as you intended. It will encourage me to look out for ill-prepared travellers on the road and to accompany them on their way!
    1. oldkottor
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      I cannot check right now, but they are either essential or protected. Also they are not replaced with a new version, they just go back. But now I understand that when they go back they are not essential/protected anymore. I will think of how to fix that.
    2. Ethdhelwen
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      Thank you oldkottor! It is definitely time to send some of my NPCs on a pilgrimage!
  7. gaoptimize
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    There are a few pilgrims in my modded Skyrim, but this is a great idea.  None of them ask you to come along, and just appear again and again in various places, making no progress towards their objective. "I'm on a pilgrimage to the shrine of Azura"..over, and over, and...)  What would be great is there were an eclectic mix of characters that invite you along for their adventure ("Canterbury Tales"-like), challenges, motivations, and either reaching their goal of enlightenment (like Wayshrines of the Dawnguard DLC) or disillussionment and failure.  Here are some potential scenarios for such adventures:

    • "The Whiterun Wanderers" This adventure, available after the initial Greybeard's call and starting in the tavern in Iverstead, follows the journey of a group of Nords as they make their wayup the Throat of the World to High Hrothgar.  Some believing they are the one being called, some just want to be followers, others are joining out of curiosity, and a priest.  Reading the stones cause a flashback battle into the life of Jorgen Windcaller and events of the early masters of the voice.  Interesting NPCs has a retired itinerate greybeard who would make a nice fit.
    • "Ulfric's Sacred Blessings" (RequiresWinter Sun patch) Following a Stormcloak victory, the Jarl of Windhelm, in order to build consensus for his rule,  embarks on a pilgrimage to shrines to The 9 across Skyrim.  The Penitus Occularus has a spy among the group, Jarls may or may not join him along the way as he and the Dragonborn defeat or fail against challenges.  ~4 Jarl followers are sufficient to trigger the moot at High Hrothgar (something sorely missing in the game) which is disrupted by an epic battle with Elenwen and her remaining forces.  A win results in Ulfric as high king and the embassy as a player home.  I dislike its unresolved status at the end of the civil war.
    • "Beatified Bards" This series of adventure involves a group of bards who embark on a pilgrimage to recover the sacred music of worship to each of the gods.  I always thought that the entirely secular nature of music in Skyrim was improbable.
    • "Mara and Dibella Repopulate Skyrim," The Dragonborn serves as the instrument of love and fertility as he is divinely directed to knock up every female jarl, priestess, Delphine, and imprison Elewen as punishment and redemption through serving this purpose.  A patch to Ostim and Fertility Mode.
    • "High Holy Wars" Skyrim's most devout warriors converge on summoning alters ("Close Encounters" style) on the nights of two full moons when they are transported to join battles alied with the Aedra against the Daedra at the borders of Aetherious and Oblivion. Victory releases the worthy from the various hells of Oblivion, especially the Soul Cairn (recurring).
    1. oldkottor
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      I really like the idea of a group of people, each thinking they are the one who was called by the greybeards. I will think about it.
    2. Ethdhelwen
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      Oh, a Canterbury Tales style quest sounds wonderful! I tend to role-play characters who exist away from the main quests, and this would be so enjoyable. Travelling from inn to inn, conversing, bickering, and bonding. And I think the idea of each traveller imagining they are summoned especially by the Greybeards would be hilarious. Perhaps, something that appeared to have great significance happened to each of them, but it was entirely coincidental with the appearance of the Dragons. For a twist to that, perhaps when they finally arrive at High Hrothgar, the Greybeards reveal that - although they might not be the dragonborn - they do indeed have destinies that matter in other ways, and the player gets to help them fulfil those fates?
  8. PorkLoMaine
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    This is a fantastic piece of work. Need more mods like this.
  9. FRIENDMYFRIEND
    FRIENDMYFRIEND
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    WILLL THE SELECTED NPCS VISIT PLACES ADDED BY MODS OR DO PATCHES NEED TO BE MADE?   :-)=
    1. oldkottor
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      Places are hardcoded into packages, but it is quite eazy to add more packages and more pilgrims.

      I have not thought about that originally, as I wanted to spice up High Hrothgar, but I can easily add people going into vanilla temples and/or halls of the dead.
    2. Casuahly
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      those places would be a perfect addition!
    3. FRIENDMYFRIEND
      FRIENDMYFRIEND
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      THANK YOU.  :-)=
  10. mopotter
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    Great idea.  Thank you.