Too bad this kills me as soon as I start the game. I know you said that you wouldn't put much into this mod as it's getting so little attention, but if you had a quest condition - like say it doesn't start until player is level 2, this would go from a mod that everyone deletes after trying it out, to a great mod that will get some attention. Just my thought. Love the concept, don't love the execution.
So, as soon as i enable the mod and load a game it spawns like 13 guys around me that kill me.... If i start a new game it spawns them around me while im on the cart and cant get past intro.
I thought they were supposed to find you, not spawn on me....
Literally only have this mod installed. How disappointing.
I adore the idea of this mod very much – it has enormous potential to be a rich addition. But as others before me have commented, it has significant flaws that prevent it from being what it could be.
I am agreed that an MCM menu is essential so players can tweak settings as needed, e.g. what level the Pursuers begin to spawn (or a delay until the player reaches a certain point of the main quest); how many of them there are; the classes of Pursuers you want to face (say you can adjust percentages for which show up – 20% archers, 30% mages, 50% melee).
Instead of physically tracking you, perhaps additional Pursuers can join the fight by teleporting in (as if conjured like how Atronachs or Dremora are). This would obviously need certain triggers of sorts.
It is mentioned in the description, but I strongly agree with the idea of an origin point (or perhaps multiple origin points). They could be existing locations or new locations. Boss fights could be cool, with unique loot, if a multiple origin point idea was implemented.
Similar to the above point, and would complement such nicely: a questline of sorts.
Patches for other mods if necessary – The Sinister Seven would be a particularly interesting one to patch with as it has a similar concept.
I think I said it at the very beginning, this mod has like 19 endorsements. Adding an MCM is just too much of a hassle for the nearly non existing attention this mod has. ;)
Def installing this. Few suggestions after reading everything: * Include a MCM menu to tweak settings, for example choose a level at which they start to chase you down. * They can be werewolfs and hunt in packs, or be vampires * Have a beginning and an end. Meaning the story of it should have some beginning and some end. There could be a base, where u have to do something or kill something/someone to after following a line of quests, where u can be victorious and end it. Like a good book ending. * A spell or item to offers a limited amount of time of protection. For example in your home u cast a spell that makes you untrackable to the chasers for lets say 6 hours or 24 hours. Could be configured in the MCM menu then Having a spell that makes u untrackable or invisible to them, actually makes it immersive, however i think such a spell should only be able to be cast every other 2 days. Meaning if u cast it monday, ur only allowed to cast it again on wednesday etc....
Anyways just my 2 cents, looking forward to the experience of this mod.
I do like this mod so far, but when I first installed it I was surrounded by like 6 or 7 of the pursuers when I loaded in. I know you talked about making a central HQ for them, but it would be nice for them not to spawn wherever you are when you install the mod.
Definitely a unique and intriguing concept for a mod. I plan on giving it a try as soon as I am able to. I have what I suppose could be called an “end game” save that I will use to test this mod out. I will comment again saying what I think after I have done so. Until then, I look forward to trying it out!
Found some unused assets from this mod ingame near bloodlet throne, went inside the "Unused Cell" and found a few unique enemies in there, though I did have to use CC TCL because some of the floor did not have collision and I fell through. Though it was fun and intriguing to find this place. :D Dont know if this was left in intentionally or not. :D
38 comments
If i start a new game it spawns them around me while im on the cart and cant get past intro.
I thought they were supposed to find you, not spawn on me....
Literally only have this mod installed. How disappointing.
Few suggestions after reading everything:
* Include a MCM menu to tweak settings, for example choose a level at which they start to chase you down.
* They can be werewolfs and hunt in packs, or be vampires
* Have a beginning and an end. Meaning the story of it should have some beginning and some end.
There could be a base, where u have to do something or kill something/someone to after following a line of quests, where u can be victorious
and end it. Like a good book ending.
* A spell or item to offers a limited amount of time of protection.
For example in your home u cast a spell that makes you untrackable to the chasers for lets say 6 hours or 24 hours. Could be configured in the MCM menu then
Having a spell that makes u untrackable or invisible to them, actually makes it immersive, however i think such a spell should only be able to be cast
every other 2 days. Meaning if u cast it monday, ur only allowed to cast it again on wednesday etc....
Anyways just my 2 cents, looking forward to the experience of this mod.
I have what I suppose could be called an “end game” save that I will use to test this mod out. I will comment again saying what I think after I have done so. Until then, I look forward to trying it out!