Opinions Needed on Mercenaries MOD

Post » Sun May 27, 2012 11:12 am

Yeah, I don't use battle vision. I don't use anything that radiates light lol. But that doesn't mean it shouldn't be there or anything.

An idea for the future would be to have the option of applying Imp's complex needs mod to mercs, causing them to actively seek food, or eat food that you give them. It's a bit far-fetched, and possibly pointless but maybe one day there could be some sort of collaboration. I don't really mind either way though.

I'm anticipating your newest release!
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Scott Clemmons
 
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Post » Sun May 27, 2012 12:33 pm

An idea for the future would be to have the option of applying Imp's complex needs mod to mercs, causing them to actively seek food, or eat food that you give them.

I really want to work on the Merc AI in the next update. I will check out that mod, it sounds cool. I always intended for the Mercs to do things like buy/eat food/drinks, stay at inns, join other factions, maybe even buy houses. Of course, the feedback from this post has increased my enthusiasm for doing so. I can't wait to get into that sort of programming soon.
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Syaza Ramali
 
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Post » Sun May 27, 2012 8:48 pm

What is it that you're on now? Global-something... I'm not sure what that is.
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Theodore Walling
 
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Post » Sun May 27, 2012 10:26 am

The global vars. I'm almost to that point. I had to add some new faces last night. There are now 32 different NPC's for each type of merc (Melee, Archer, Mage) totaling 96 different looking NPC's. (sorry all human right now)

So the global vars I will do last. They essentially are values that can be changed form the console command. The mod will refer to the variables to determine if certain features will be used or not. Something like this:

You type:
set MercsGetPaid to 0

This would tell the mod that Mercs do not require payment.

Adding these GlobalVariable as options will give the player more control over their personal experience.

other Globals that will need to be added:

MercsDie


umm... what other options should be added?
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Penny Courture
 
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Post » Sun May 27, 2012 8:34 pm

Added:

10. More Faces: -= Done =- There are now 32 different NPC's (16 Male/16 female) for each type of merc (Melee, Archer, Mage), totaling 96 different looking NPC's. (sorry all human right now)
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Richard Thompson
 
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Post » Sun May 27, 2012 12:35 pm

Have you considered adding in ability to add in additional troops to defend cities? Seeing dragons eat various npcs was, annoying.

It'd also give the illusion of Jarls spending coin to supplement their defensive forces in the face of the dragon threat. (It could be made into an option mod with your merc mod as a master file.)
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Love iz not
 
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Post » Sun May 27, 2012 9:28 pm

Have you considered adding in ability to add in additional troops to defend cities? Seeing dragons eat various npcs was, annoying.

It'd also give the illusion of Jarls spending coin to supplement their defensive forces in the face of the dragon threat. (It could be made into an option mod with your merc mod as a master file.)

interesting. I would appreciate it if you elaborated a bit on how that would work. A mod could be written to add more Guards when a Dragon is present, or if some other threat occurs. I know how you feel, I lost my friend Faendel to a dragon in Riverwood.
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Josh Sabatini
 
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Post » Sun May 27, 2012 2:03 pm

I was thinking the easiest method would to simply station a few of your mercs in various cities.

If I recall right you could link them to existing patrol routes that normal city guards use. For the smaller villages, it'd probably be more work either creating a patrol route, or letting them sandbox (I think thats possible using the Construction kit)
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Jonathan Windmon
 
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Post » Sun May 27, 2012 1:38 pm

Actually that sounds nice and this sort of falls under the "spending and earning their own money when away from players." I don't know how it'd work though. "Wars in Skyrim" has a type of system like that: Hero's & Villain's. They have NPCs patrolling to and from point a to point b.

And I really like the extra guard idea for cities, that one I think would be harder to make happen though I guess it could work like this: You go up to the Jarl and advise him/her, she/he needs more men/women "Maybe make it a persuasion check and also have the option to "Contribute for additional reinforcements" What ever Jarl you are at and do this for will spawn faction themed guards or mercs. Maybe even make it a separate mod.
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Danny Blight
 
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Post » Sun May 27, 2012 9:37 am

Sorry guys, no lightfoot in the next update.
Wouldn't "Follower Trap Safety" do the trick for anyone who wants "lightfooted" mercs?
I've got to try it some day, been too busy with Uni to play a lot of skyrim lately :(
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Baby K(:
 
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Post » Sun May 27, 2012 6:56 am

Wouldn't "Follower Trap Safety" do the trick for anyone who wants "lightfooted" mercs?
I've got to try it some day, been too busy with Uni to play a lot of skyrim lately :(

I read the description of that mod, and it sounds like it should work. It seems to modify the trigger system instead of the followers. The link to that mod is here:

http://steamcommunity.com/sharedfiles/filedetails/?id=14317

If any one tries it, please let us know if it works!
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Danny Blight
 
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Post » Sun May 27, 2012 2:38 pm

Right some one asked me on the Nexus comment section of your mod, if you had planned to implement the whole follower+horse thing which you asked for people to go over benefits and consequences here. I don't know whether it'd be beneficial or not to be honest. I mean it's a bit redundant considering that if you go into an instance/cell or wait they teleport there with and to you. Horses would be pretty much only an aesthetic touch.

They don't carry anything like equipment so you can't use the horses as pack-mules, now if the horses could do that the benefit would be great how ever it'd kill the realism part, but it'd only serve as immersion otherwise. If you were to implement that at some point it'd be cool, but I would just push it in the back of your to do list unless you were to find something that substantially makes it priority like some one making horse combat possible or if it'd be a quick add on: not taking time away from you and your current list.

From what I see you've added a hell of a lot of stuff to this mod, all good things and are continuing to and I like that especially when you're willing to at least take in and consider opinions. Other mod authors would usually just scoff, sticking their nose in the air and say "That's a stupid idea." less bluntly than that, but still. XD

Keep up the damned good work :D
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Adam Kriner
 
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Post » Sun May 27, 2012 9:03 am

Well, then it seems the stats on how favorable adding horses would be:

Pros:
  • It would look really friggin' cool.
Cons:
  • None

So ... although an unimpressive amount of data for anolysis, the pro's clearly outweigh the cons :deal: . So adding horses is not off the table.
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neen
 
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Post » Sun May 27, 2012 3:57 pm

I don't know much about other modders, I'm new to the community. I've met some others that are really cool, and love to get ideas from the players. I would like to think that is more common than not. ( could be wrong)

Anyhow, the enjoyment comes from knowing that other people are having fun, and spending time using something that we made. So it only seems natural to crave feedback from the players.
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Donatus Uwasomba
 
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Post » Sun May 27, 2012 10:24 am

Update:

5. User Modifiable Globals: -= Done =- After all the input I've received in Nexus and Steam, it's apparent that a lot of people want a lot of different things. I would like to make as much of them user-modifiable as possible, by setting different globals to enable/disable any features they choose. This forum is guiding me to a default play-style, but I'd still like to give everyone the option to immerse themselves how they see fit.

They work like this (from the console):

set GlobalVariable to Value

Value will be a number that
GlobalVariable can be any one of the following:
  • MercsGetPaid: (Ratio) Do Mercs require payment? Default = 1
  • MercsAutoPay: (Binary) Option to automatically pay each day without asking. Default = 0 ( false )
  • MercsRez: (Binary) Do Mercs Resurrect? Default = 0 ( false )
  • MercsFrat: (Binary) Fratricide Protection? Default = 1 ( true )
  • MercsRatio: (Ratio) Set this as a Ratio Multiplier to increase or decrease the default skill values (at spawntime). Default = 1
Examples:

set MercsGetPaid to 0 will not charge you for mercs ever
set MercsGetPaid to 0.5 Mercs cost half their normal value

set MercsAutoPay to 1 turns on the AutoPay feature
set MercsFrat to 0 turns off the Fratricide Protection feature
set MercsRez to 1 turns on the feature that resurrects your mercs after they die


set MercsRatio to 1.25 will make them spawn %25 stronger
set MercsRatio to 0.75 will make them %25 weaker
set MercsRatio to 1 will make them normal
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clelia vega
 
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Post » Sun May 27, 2012 10:13 am

Awesomeness.
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Elina
 
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Post » Sun May 27, 2012 8:43 am

*grins* For my next game I start so using this mod combined with deadly dragons. I am hoping by then there will be a method to increasing the guards in the cities. (Or worse comes to worse, I can add them myself, not exactly a stranger to the kit)

Was just looking at the deadly dragon thread and some folks were moaning about how a single dragon wiped out a city, and I said to myself, gosh that sounds annoying.

On the note of death and destruction, the gear that the mercs spawn with, I am hoping its not lootable. Idea being a merc outfit would take some offense at their members bodies being stripped naked to buy yet more people. There is an option(in the kit) that allows their items to not be playable, which if memory serves just means its not lootable. Having that as the default setting for their armor would be neat imo.

Or how do you address the issue? *grins* Sorry if I am rambling abit, on some migraine medication. (And I really love talking shop about mods)

edit: Oh and have you thought about using some other items other folks have created? (with permissions of course). Like http://skyrim.nexusmods.com/downloads/file.php?id=12892 if the mod author allows, just allow your mercs to use some of those weapons. You might need to manually tweak its damage to fall into line though. I can easily see other modders allowing you to use their stuff, if its not playable to the character, and credit is given for anything used.
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Alberto Aguilera
 
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Post » Sun May 27, 2012 6:31 am

@Mavkiel: Yeah, this update should prevents looting of the Mercs (unless they die in combat from an enemy NPC). I didn't want' to make a replica of each armor piece with the "Playable" flag checked. I Figured, I'd just pay you pay the Merc for any gear you take that belongs to him.

They are smart enough to remember what gear you give them, so you can give them custom gear, and take it back again. It's been important from the beginning that you can give them custom gear to equip. Specifically because of all the great mods out there for weapons and armor.

That one you posted is a great example. What beautiful weapons. You should be able to use that mod, and give those weapons to your mercs.
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djimi
 
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Post » Sun May 27, 2012 6:21 pm

Added:

Mercs will equip any item you give them. They will wear it as soon as you give it to them. Whether it's stronger/weaker is irrelevant, YOU decide what they wear. This also works for Jewelry (jewelry effects have been tested, bonuses will apply)
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Chris Duncan
 
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Post » Sun May 27, 2012 7:22 am

So, all that's left is the compatibility issue. I've redesigned the way the Recruiters work, so that they will show up in some mods that have compatibility issues. In the process I've made it easier for me to add more recruiters in the future. I'm now working on the functionality that allows you to tell the recruiter where to hang out during the day, and at night.

The goal is to have a dialogue option "Let me show you a a good spot where you can do a lot of business". Then he will follow you until you say "This is the spot I was telling you about." Then the recruiter will spend his/her days at that location (for your convenience).

I will implement an option for their night-time hang out locations too. So you can see them in your favorite tavern in the evening!

This should be the last of the work required to get this release out. Thanks for your patience!
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Project
 
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Post » Sun May 27, 2012 7:12 pm

Nice. Is Saad still the man of the hour?
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Maria Leon
 
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Post » Sun May 27, 2012 3:35 pm

Nice. Is Saad still the man of the hour?

Oh yeah... but his hours have changed. He will be in the same spot during the day, but available in the Tavern at night. I finished the code to allow you to move his day and night locations... As well as any other recruiters that might get added before release. There are a few bugs I'm working on to finish that up. Two days off starting tomorrow, so I should really be able to get out the update.

I keep adding things to the list, and postponing the update. Right now, I'm fighting the urge to make other races. I want to, but I know it'll push this release off by a week. I'd like to hurry up and get some of the new features out to the players.
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Jamie Lee
 
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Post » Sun May 27, 2012 9:42 pm

I still would like to see something relevant to the whole posting mercs to help guard cities, It could greatly expand a merchant style of playthrough that was mentioned a few pages back. Perhaps the Jarls could even reward you with some gold and gear for your mercs for the help :D
And its not just because i want some of my peeps to guard river wood (hint hint, wink wink *cough,ifyouaddthiscouldyoupleasemakeitavailabletovillagesintheholds*cough
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JR Cash
 
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Post » Sun May 27, 2012 3:57 pm

I still would like to see something relevant to the whole posting mercs to help guard cities, It could greatly expand a merchant style of playthrough that was mentioned a few pages back. Perhaps the Jarls could even reward you with some gold and gear for your mercs for the help :biggrin:
And its not just because i want some of my peeps to guard river wood (hint hint, wink wink *cough,ifyouaddthiscouldyoupleasemakeitavailabletovillagesintheholds*cough

Yeah, let's not forget this idea. i haven't put any thought into it yet, and I think that's going to be a bit involved to make it into this update. I would like to explore this more, and ponder how the mechanics work.

Questions:

1. How is the player supposed to know when a town needs his/her help? Messenger? MessageBox?

2. What are the consequences if you fail in defending the town?

3. What are the rewards?

4. Are you to leave the Mercs posted in a town to keep it safe, or bring them only when there is an attack?

Those are the kind of things that need to be sorted out before i could start coding.
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Amy Siebenhaar
 
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Post » Sun May 27, 2012 8:27 am

Added:

11. Lightfoot: Mercs will have the "Light Foot" perk added when they enter sneak mode.
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naana
 
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