There's these lines that NPCs working on one of Miraak's shrines chant. I think those lines exist for every follower voice type. You can actually command your followers to interact with one of Miraak's stones, which will cause them to chant those lines while doing some manual labor and praying in the vicinity. Is there any chance you'd consider the possibility of adding the option to let NPCs broken by Bend Will use those lines as "gossip"? Is that even feasible?
Hi UserMingzi31 thanks for the mod I've been using it a lot, wanted to ask some things. I have this mod called I'm Walkin' Here at Skyrim Special Edition Nexus that disables follower collision so you can walk through your followers. Do you think you could put this in your mod somehow so the people I use bend will on won't stand in the doors and block me lol. I can walk through my followers just fine, but npcs that have broken will still block me not too fun
This is easily done (I actually did this for one of my patches of another mod) you just need to add the teammate tag to an NPC as this is what I’m Walkin’ Here looks for. The issue is the potential processing drain if you have have bend willed a lot of NPCs as the game tracks teammates more than regular NPCs.
If a NPC is tagged as a teammate they sheath and unsheath weapons when you do, sneak when you do, and don’t revert to default outfits (basically behave like followers, which use the teammate tag, but don’t necessity use a follow player AI package) and are considered an extension of you when they commit crimes.
I could add it as an option at some point but due to the potential lag and impact won’t put as default option.
Oh I see why you didn't put this in. I really like both your mods UserMingzi31. Just one thing, the words in this mod, Immersive Bend Will aren't capitalized. Like "a will was broken". I hope in future updates if you're not too busy you can update it to "A will was broken". What does this mod look for when you bend will someone? Are there npc's you can't bend will or it'll crash the game or something haha
It looks at what mod options you are using first to decide what tests to apply (level differential required, whether essential NPCs are enabled) then it checks the NPC against the relevant level differential with the player and a set of conditions of the original bend will power (no undead, no automatons, an exclusion list that includes characters like Alduin).
No NPC would crash the game, but some might break quests which is why I kept the exclusion list of the original BW power and included an exception for essential NPCs (which can be disabled) .
I’ll update the capitalization next time I update the mod.
Got it, thanks UserMingzi31. I did spawn Alduin and was wondering why he wouldn't be affected by bend will and tried using that on dremora too hahah :)
A very cool idea, it would be greater if someone could use a dubbing tool like 11lab to add "I have to serve" or something to NPCs after they've had their wills bent, but sadly I don't have the skills to do that or I'd be requesting a submod to add that. If I didn't have the skills, I'd ask you for permission to make a submod to add this feature.
Has anyone tried using this mod with forceful tongue, I wonder how compatible it is?
I don’t use forceful tongue but so long as you load IBW after it make a Wyre Bash patch, it’ll work with anything.
Yeah it’d be great to add some custom voice lines but it’s beyond my skill set. I might try and get them saying some of the lines Miraak’s servants use in the future though.
Absolutely love this mod. Although not sure if it's a bug or something else. You can take control of Deeja and do whatever you want with her before the icerunner quest, but trying to take control of her in the icerunner wreck breaks her. No inventory swaps and she won't follow you at all. She will just walk back to the chest she is in front of.
My best guess is the two Deeja’s are not actually the same NPC (Skyrim sometimes has multiple versions of NPCs that appear in quests), and the second one encountered during the quest is using a different voice type so cannot be made into a follower. Alternatively the quest might force an AI package on the NPC which does not allow communication with the player.
Did I understand correctly that in order for this to work with "Thoom" I need to download a patch for "Thoom" from the "Ultimate shouts patch"? Do I have to download "Ultimate shouts" for this?
why is recruiting followers tied to their voices? is there no way to just have recruiting them be unvoiced if they don't have the proper dialogue for it?
The way followers are setup on vanilla Skyrim requires that an NPCs voice type has been setup to work with the follower dialogue. IBW is a relatively small and simple mod which just patches into the vanilla follower system rather than creates a parallel one. As such, is it is bound by the same limitations.
As mentioned on the mod page, two other mod authors have already done the hard work of setting up a the majority of voice types to work with follower dialogue so I’d recommend downloading one of those.
You could probably implement this change quite easily if you used the AI Scripts implemented by the Philmorex and Silah mod authors. Their mods are amazing and worked perfectly for me. Here are the links:
The issue is adding these behaviors (AI packages) dynamically to NPC dragon encounters. It’s relatively straightforward to design a dragon with these behaviors so they respond to commands if you create the NPC. This seems to be the case in the two mods you link as well as my own mod DnD Guardians.
But to apply them in game to any dragon NPC would seem to necessitate using quest aliases.
They just function like vanilla Allie’s or followers (if asked you follow), so unless you pair with a mod which grants XP from follower/ally kills they’ll ‘steal’ Them.
118 comments
This is easily done (I actually did this for one of my patches of another mod) you just need to add the teammate tag to an NPC as this is what I’m Walkin’ Here looks for. The issue is the potential processing drain if you have have bend willed a lot of NPCs as the game tracks teammates more than regular NPCs.
If a NPC is tagged as a teammate they sheath and unsheath weapons when you do, sneak when you do, and don’t revert to default outfits (basically behave like followers, which use the teammate tag, but don’t necessity use a follow player AI package) and are considered an extension of you when they commit crimes.
I could add it as an option at some point but due to the potential lag and impact won’t put as default option.
No NPC would crash the game, but some might break quests which is why I kept the exclusion list of the original BW power and included an exception for essential NPCs (which can be disabled) .
I’ll update the capitalization next time I update the mod.
Has anyone tried using this mod with forceful tongue, I wonder how compatible it is?
Yeah it’d be great to add some custom voice lines but it’s beyond my skill set. I might try and get them saying some of the lines Miraak’s servants use in the future though.
Any ideas on this?
My best guess is the two Deeja’s are not actually the same NPC (Skyrim sometimes has multiple versions of NPCs that appear in quests), and the second one encountered during the quest is using a different voice type so cannot be made into a follower. Alternatively the quest might force an AI package on the NPC which does not allow communication with the player.
No idea tbh.
Do I have to download "Ultimate shouts" for this?
As such, is it is bound by the same limitations.
As mentioned on the mod page, two other mod authors have already done the hard work of setting up a the majority of voice types to work with follower dialogue so I’d recommend downloading one of those.
Tl:dr possible but really time consuming
Straightforward, no.
I’d need to inject the AI packages, probably via a Quest Alias.
https://www.nexusmods.com/skyrimspecialedition/mods/63338
https://www.nexusmods.com/skyrimspecialedition/mods/39878
But to apply them in game to any dragon NPC would seem to necessitate using quest aliases.