I love this mod but at some point i will grow tired of NPCs bad mouthing me, I know its not a good idea to uninstall mods mid playthrough but can this mod be removed or setting MCM to disable it?
First of all I love your mods ! Thank a lot for your work !
I'm currently playing a Vampire with a Death Hound pet and I thought that adding reactions to their presence could be a nice addition to this mod, as people don't seem to care about the undead and scary dog accompanying you.
I've started a new character which is only beginning it's journey to necromancy, so the only reanimated thrall is back at it's base, not following the character around, still everyone seems to know that he reanimated something...
Is it possible to tweak the detection? I mean.. instead of the PC's undead keyword maybe detect the actual reanimated character's keyword? Idk if it's possible or not but it would be a welcomed addition for sure!
I'm pretty sure it checks if you have a magical effect on which represents having summoned something. That persists even if the undead minion isn't close to you. That's a typical way of checking for the existence of effects / spells
That's exactly why I'm asking if it could be possible to check the summoned as the target actor and not the pc. I know it checks for the "MagicUndeadSummon" or something like that keyword on the pc which is why my question if it could detect the summoned as the target actor and not the pc. However I'm not well versed in modding sadly, so I am not sure as to what keywords the reanimated actors have or if it is possible for other npcs to target those actors to check for keywords.
So main question is is it possible to target reanimated actors for keyword checks?
Thinking, maybe as they already check for other npcs to converse with, or at market stalls to browse etc.. Could those scripts be used to check?
Some kind of proximity check would definitely be handy. I'd like to be able to tell my minions to chill somewhere before I go into town so that I can actually interact with NPC's.
Hi there! Is it normal that people react even when I don't have any follower involved in necromancy? I'm alone, no reanimated or summoned followers but paople act like I have one... What should I do? Thanks
when shopping with nec minions around, npc merchant say many words prevent player from opening common dialog "what have you get for sell?" this is good, npc don't want to trade with necs and they do. but if you click mouse more times and quickly, still can open dialog to buy or sell.
i suggest like this: when open "what have you get for sell?", npc response "i don't want to trade with a necromancer" or prevent player from clicking mouse quickly to open dialog.
Same here. With no consequences patch, game CTD as soon as it launches. With only base-mod installed, loads to main menu.
Haven't bothered to go past main menu, because if I can't use this without the patch, I'm not at all interested in it. Will update if I figure anything out.
Edit: Turns out I no longer have SSE Edit installed. Not really interested in going as far as redownloading it. I can't seem to locate the command in the description on the wiki, so I'm going to assume it's unique to this mod and will use that instead; originally I thought it was a vanilla command and would effect other aspects of the game, which is why I went with the patch instead.
Edit2: If you're too lazy to go to the description and find it, the command is: set Reactions_Guard to 2
I get the crash too with "no consequences"1.0. always crash on launch using it along on the newest 1.03 update, take it off and no more crash. Any ideas for a fix?
Good mod, because does exactly what it says it does.
However, I really wish people would comment less, its a nonstop barrage of fear and hate anytime you go into town with a corpse following you around, and its funny at first but wears thin fast.
So since I have a lot of AI mods some modify guards behavior (A forcegreet when they say they know me if I have a bounty and no way to avoid it) so I summoned something filthy, npc reacted like the description mentions a guard came to me asking me to stop (just like the description says and it works nicely) then I have the three option if I try to convince and fail they will put me under arrest I can surrender or flee (just like they video shocase shows).
But if I say nothing after he comes to me for asking me to stop and just close the conversation will he :
> Say "So be it" and then attack me, or > Will he just leave because I said nothing?
Yeah I know you aren't a load order and conflict troubleshooter but I'm trying to make sure the way it behaves suits what the mod intends to. Maybe it could also help a fellow user who may wonder if it works like it is supposed to be or not.
(Great mod by the way) we only need a mod that makes guard act aggresively when they find a dead body but haven't saw you kill the person and then just ivestigate or something like this and it'll be perfect and something making them aggresive if caught sneaking around them for too long, but maybe it already exists... ^^
Just a load order issue... Nothing new once again!
With all due respect, it seems that there is something wrong with its detection, and its frequency is too high. I mainly play a necromancer, and I have installed a module related to necromancy. So my corpse can be resurrected for a long time, which means that I sometimes have to carry them with me. However, when I need to buy or sell items, the character will repeat those words, saying: evil magic, stay away from me. Or God, corpses... Repeat 4 to 6 times before the interface appears. And don't they also have related dialogues? The tone before and after is quite inconsistent. The most disgusting thing is that those people I have helped will also scold me... Woo woo woo, [heartbroken o(TヘTo)
465 comments
I'm currently playing a Vampire with a Death Hound pet and I thought that adding reactions to their presence could be a nice addition to this mod, as people don't seem to care about the undead and scary dog accompanying you.
I've started a new character which is only beginning it's journey to necromancy, so the only reanimated thrall is back at it's base, not following the character around, still everyone seems to know that he reanimated something...
Is it possible to tweak the detection?
I mean.. instead of the PC's undead keyword maybe detect the actual reanimated character's keyword?
Idk if it's possible or not but it would be a welcomed addition for sure!
I know it checks for the "MagicUndeadSummon" or something like that keyword on the pc which is why my question if it could detect the summoned as the target actor and not the pc. However I'm not well versed in modding sadly, so I am not sure as to what keywords the reanimated actors have or if it is possible for other npcs to target those actors to check for keywords.
So main question is is it possible to target reanimated actors for keyword checks?
Thinking, maybe as they already check for other npcs to converse with, or at market stalls to browse etc..
Could those scripts be used to check?
Is it normal that people react even when I don't have any follower involved in necromancy? I'm alone, no reanimated or summoned followers but paople act like I have one...
What should I do?
Thanks
when shopping with nec minions around, npc merchant say many words prevent player from opening common dialog "what have you get for sell?"
this is good, npc don't want to trade with necs and they do.
but if you click mouse more times and quickly, still can open dialog to buy or sell.
i suggest like this:
when open "what have you get for sell?", npc response "i don't want to trade with a necromancer"
or prevent player from clicking mouse quickly to open dialog.
Anyone had a same problem?
Haven't bothered to go past main menu, because if I can't use this without the patch, I'm not at all interested in it. Will update if I figure anything out.
Edit: Turns out I no longer have SSE Edit installed. Not really interested in going as far as redownloading it. I can't seem to locate the command in the description on the wiki, so I'm going to assume it's unique to this mod and will use that instead; originally I thought it was a vanilla command and would effect other aspects of the game, which is why I went with the patch instead.
Edit2: If you're too lazy to go to the description and find it, the command is: set Reactions_Guard to 2
Any ideas for a fix?
However, I really wish people would comment less, its a nonstop barrage of fear and hate anytime you go into town with a corpse following you around, and its funny at first but wears thin fast.
So since I have a lot of AI mods some modify guards behavior (A forcegreet when they say they know me if I have a bounty and no way to avoid it) so I summoned something filthy, npc reacted like the description mentions a guard came to me asking me to stop (just like the description says and it works nicely) then I have the three option if I try to convince and fail they will put me under arrest I can surrender or flee (just like they video shocase shows).
Just a load order issue... Nothing new once again!But if I say nothing after he comes to me for asking me to stop and just close the conversation will he :
> Say "So be it" and then attack me,
or
> Will he just leave because I said nothing?
Yeah I know you aren't a load order and conflict troubleshooter but I'm trying to make sure the way it behaves suits what the mod intends to. Maybe it could also help a fellow user who may wonder if it works like it is supposed to be or not.
(Great mod by the way) we only need a mod that makes guard act aggresively when they find a dead body but haven't saw you kill the person and then just ivestigate or something like this and it'll be perfect and something making them aggresive if caught sneaking around them for too long, but maybe it already exists... ^^