- Fixed accidental removal of the player from the faction after being hit by an NPC. - Improved NPC Field of View (FOV) detection for better accuracy. - Refactored codebase for improved maintainability. - Removed max disguise boost for wearing a covered face item, enhancing immersion. - Removed "Line of Sight" detection, now using only the new FOV system.
New Features:
- Added a race affiliation system with categories like 'best fit,' 'possible,' and 'unlikely.' - View and adjust race-faction affiliations in this JSON file.
To test the new features, you can open the console and enter: coc npeTFSTestCell Each room in this test cell contains different faction setups, designed for testing purposes.
Its a cool mod but I am struggling to imagine what situation would I ever need to disguise myself as a faction in Skyrim, since you can be part of any of them. Except for the civil war factions, I guess.
I've done it in the past when doing an assassin playthrough as it can allow you to enter locations without raising alarm or having to massacre everyone. There's also factions the player can't join.
Loving your mod, a bit sad to find you removed the disguise boost for the covered face items, but the value was a bit high to be fair.
I've got only two questions, have you considered adding a slider/selector in the MCM options to allow user customization of the disguise boost for face items instead of the outright disguise disabling? If I'm understanding the code right, (which I likely am not), it looks like you set the value to 0.. but if the user could set a custom value ingame.. then the boost it gave would allow the higher disguise value armor to take priority.. I think?
If you have/are not considering that route, (and I'm not a moron, which is unlikely when it comes to editing code), how would I go about restoring the disguise boost function? Just set the value back to any arbitrary value? Or were there more adjustments you'd made that I haven't spotted?
DO NOT INSTALL THIS MOD if you want to play the Companions questline. You won't be able to join the companions with this mod active, and they won't be able to give you radiant quests if you had already joined before installing this mod.
Would be cool if your disguise was high enough (50+), instead of immediately attacking you they would force greet you and ask you some questions and you would have to persuade them you are one of them. Persuasion difficulty would be based on how good (or how bad) is your disguise.
It wouldn't be too difficult, guards have this behavior system already, sort of. When a guard approaches you and says "Hey...I know you" because you have a small bounty and a special dialogue tree happens.
You can essentially copy this system and repurpose it with custom events n such and apply any of the NPC changes via SID or KID, whichever suits the implementation best.
Or you could just script the whole thing from scratch but I wouldn't know much about that. I just know the behavior exists in game already and people have done similar things so as a feature it would be relatively easy to develop since there's a lot of previous works to examine to figure out the best way to do it.
1 - This mod has a strange habit, possibly conflict-based I'm not sure, of turning guards hostile to me if I am wearing all iron armour (since presumably they now see me as a bandit). It's not all guards, it's just one or two, not sure why. Given that iron armour is quite commonplace, maybe either it should be excluded along with a few others, or:
2 - Instead of putting you in the faction associated with the armour, perhaps it should put you in a separate faction that the original won't attack, e.g wearing bandit armour puts you in a bandit-allied faction rather than actual bandits, but won't auto-hostile the guards. This also relieves the issue that some users of this mod and similar ones have reported where removing armour that puts you in, for example, the Nightingales, will remove you from that faction even if you're a member.
I might be wrong about how that would work but it might fix some of the minor problems.
3 - Necromancer/Warlock faction support! Being able to sneak into wizard lairs would be awesome.
164 comments
Fixes/Changes:
- Fixed accidental removal of the player from the faction after being hit by an NPC.
- Improved NPC Field of View (FOV) detection for better accuracy.
- Refactored codebase for improved maintainability.
- Removed max disguise boost for wearing a covered face item, enhancing immersion.
- Removed "Line of Sight" detection, now using only the new FOV system.
New Features:
- Added a race affiliation system with categories like 'best fit,' 'possible,' and 'unlikely.'
- View and adjust race-faction affiliations in this JSON file.
To test the new features, you can open the console and enter:
coc npeTFSTestCell
Each room in this test cell contains different faction setups, designed for testing purposes.
I've got only two questions, have you considered adding a slider/selector in the MCM options to allow user customization of the disguise boost for face items instead of the outright disguise disabling? If I'm understanding the code right, (which I likely am not), it looks like you set the value to 0.. but if the user could set a custom value ingame.. then the boost it gave would allow the higher disguise value armor to take priority.. I think?
If you have/are not considering that route, (and I'm not a moron, which is unlikely when it comes to editing code), how would I go about restoring the disguise boost function? Just set the value back to any arbitrary value? Or were there more adjustments you'd made that I haven't spotted?
I found this looking for <RE::BGSKeyword> uses lmfao glad i did !
You won't be able to join the companions with this mod active, and they won't be able to give you radiant quests if you had already joined before installing this mod.
You can essentially copy this system and repurpose it with custom events n such and apply any of the NPC changes via SID or KID, whichever suits the implementation best.
Or you could just script the whole thing from scratch but I wouldn't know much about that. I just know the behavior exists in game already and people have done similar things so as a feature it would be relatively easy to develop since there's a lot of previous works to examine to figure out the best way to do it.
1 - This mod has a strange habit, possibly conflict-based I'm not sure, of turning guards hostile to me if I am wearing all iron armour (since presumably they now see me as a bandit). It's not all guards, it's just one or two, not sure why. Given that iron armour is quite commonplace, maybe either it should be excluded along with a few others, or:
2 - Instead of putting you in the faction associated with the armour, perhaps it should put you in a separate faction that the original won't attack, e.g wearing bandit armour puts you in a bandit-allied faction rather than actual bandits, but won't auto-hostile the guards. This also relieves the issue that some users of this mod and similar ones have reported where removing armour that puts you in, for example, the Nightingales, will remove you from that faction even if you're a member.
I might be wrong about how that would work but it might fix some of the minor problems.
3 - Necromancer/Warlock faction support! Being able to sneak into wizard lairs would be awesome.
Necromancer / warlock faction would be cool. Especially if you want to roleplay as a necromancer yourself.