Opinions Needed on Mercenaries MOD

Post » Sun May 27, 2012 9:20 am

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.

1.Hmm, do you know how you get rumors from the local tavern? Perhaps there could be a main quest for each town (like the thalmor invading Windhelm, some bandits attacking riverwood and falkreath, some giants and Whiterun, etc. Could be presented as a bounty note, that asks for assistance in defending the hold. after accepting the quest you get some guys, go outside, talk to a general with a few guards, and then the town gets invaded. Afterward you could talk to the general (could be Saad, or other bosses) and you could post some of the mercs you don't need to guard the town until the next raid, which a messenger could bring you a letter from Saad asking for your help again.

2.If you fail in defending the town, prices should rise for the mercs, and if there ever would be a loyalty scale, your mercs would probably have to trust you less. (also if possible, the raiders would scale to your level, so its actually a threat, but with worthy rewards.)

3. The rewards could possibly include, lower merc prices, standing would improve with Saad or merc faction, and you could use something similar to IM THE THANE I DEMAND YOU LET ME GO AT ONCE, for one time after each raid. You could request armor and arrows for your mercs, and get increasing pay for your help, (which could decrease with failures)

4.You could talk to Saad to leave the Mercs posted in that town when you dont need them, pay could decrease by half, and you would still see them doing radiant tasks, you would have to pay for the mercs again to get them on the force, so you could still feel powerful, but dont have to pay as much to have them around, also instead of just firing them, your standing could improve with them and you can still bring a small force with you when you travel the countryside.

I also apologize if I am asking the impossible, I just think of every possible combination so you can choose. I would like to help, but my gaming computer is currently in storage.
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Ricky Rayner
 
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Post » Sun May 27, 2012 6:17 am

:shocking:UPDATED on both Steam and Nexus. Enjoy! :shocking:

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Leonie Connor
 
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Post » Sun May 27, 2012 11:27 am

Nooo... school in 5 hours and need sleeps lol

Hell yeah, though.
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jess hughes
 
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Post » Sun May 27, 2012 6:31 am

My timing is always terrible.
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Sam Parker
 
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Post » Sun May 27, 2012 4:45 pm

Thanks for sharing your amazing mod with us...downloaded new version and ready to play in the morrow!
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Stephani Silva
 
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Post » Sun May 27, 2012 4:17 pm

Posted a new video demonstrating the troop "Formation" ability.

http://www.youtube.com/watch?v=1La6fp2cHj4
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Emilie M
 
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Post » Sun May 27, 2012 11:09 am

That looks awesome. I didn't mess with formation today but I did hire some master dest. mages. Crazy stuff right there lol. Such a fun mod.
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Far'ed K.G.h.m
 
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Post » Sun May 27, 2012 8:47 am

Hey guys, I'm back :)
And very excited to test all the new features (which are a lot).
Today's my last test ([censored] law test in which I'm completely sure I'm [censored] even knowing all that there is to know), so after it I will be playing Skyrim and hiring mercs again. Really excited about all that I (quickly) read here.
After I'll be here again to add some ideas and say how awesome it is right now.
Congratulations for the mod, mate :)
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teeny
 
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Post » Sun May 27, 2012 8:11 am

Hey guys, I'm back :smile:

Welcome back! I hope you enjoy the new features. I look forward to your feedback! Cheers
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Reanan-Marie Olsen
 
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Post » Sun May 27, 2012 2:39 pm

Been playing with it since the new update. I'm really digging every new feature :biggrin: No complaints at all here.
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Elle H
 
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Post » Sun May 27, 2012 10:17 am

Been playing with it since the new update. I'm really digging every new feature :biggrin: No complaints at all here here.

Thanks! That was gracious, and appreciated.
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Destinyscharm
 
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Post » Sun May 27, 2012 7:12 pm

Where are the instructions to set the globals? I need expensive mercs :banana:
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Penny Courture
 
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Post » Sun May 27, 2012 7:46 am

Instructions are listed in the http://www.gamesas.com/topic/1357148-opinions-needed-on-mercenaries-mod/page__st__90 item #5

examples:

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


in your case, more expensive would look like this:

set MercsGetPaid to 1.5 Mercs cost 1.5x normal
set MercsGetPaid to 2 Mercs cost 2x normal

you can set that multiplier to any value to suit your preference.
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Mr.Broom30
 
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Post » Sun May 27, 2012 6:12 pm

Sweets.
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Kortknee Bell
 
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Post » Sun May 27, 2012 9:02 am

I've been working on Final Exams/Essays (and I still am right now) but I was wondering how you all liked the latest update? Is everyone enjoying it to the fullest?
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Big Homie
 
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Post » Sun May 27, 2012 6:03 pm

Hello. Just downloaded the mod yesterday and I am really loving it. I just have one concern.
1. I am pushing about 50 mercs now. A ridiculous number, but when you are supreme ruler of all the gold in Skyrim well, lets just say you have some luxuries. Regardless, my mercenaries hate me. I pay them plentiful amounts of gold and give them their very own castle, and yet it takes about 20 "Guard heres" or 20 "you're dismissed" to get them to follow my directions. Could it be my disgusting amount of mercs or just something that went awry. Ive also noticed that the mercenary command window is grows more and more delayed as I increase the number of mercenaries.
Also, where are the female mercs? I got a bunch of dudes hanging around me all the time, people may start asking questions.


-Update-
An idea came upon me. I think it would be a very nice addition if you added a squad or grouping system to the mercs. This way if you have 20 mercs, but only want 5 of them to follow you, you can assign them to squads and groups, that way you can use your global commands and not worry about those you told to guard or dismiss come running halfway across the world after you. However if that is not possible, then just simply adding a global command for all your mercs and then just the ones following you would be helpful. I've got a bunch of guys posted at my castle but I dont want them all following me, and I dont want to have to tell the ones that are following me what to do one by one.

Secondly, if a mercenary is guarding a position or is dimissed just hanging around, and they attack something, they stand still once the enemy dies.
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Christina Trayler
 
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Post » Sun May 27, 2012 1:46 pm

The formations aspect of this Mod is remarkable, and worthy of a breakout mod in it's own right.

Make NPCs use it and you can set up some RTS battlefield action!!

Do Mercs ride horses if I provide them?

So far they are not. I have three followers and two mercs and enopugh horses for everyone, but the mercs run, and won't ride.

Not a big deal, just wanting to know if they are supposed to.
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Ben sutton
 
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Post » Sun May 27, 2012 5:38 am

It'd be nice if you just made an entire building for Saad and Kenturo to hang around in with maybe some random NPCs hitting training dummies or messing with alchemist tables or something.
But creating structures in CK is definitely a challenge, especially when creating the navmesh for the place.

I actually like the inheritence letters, it lets me know how many mercenaries have fallen in battle while under my command.
If you can somehow add some kind of stat that shows how many mercs have been hired from each recruiter and how many have died, that'd be pretty cool.
Perhaps having a price increase if they start getting mad that you're getting all their mercenaries killed.

Apart from that, I either have a bad install or I have another mod that is conflicting with this one (although I have also tried running the game vanilla with only this mod added) because I haven't gotten a single female merc and sometimes my mages don't actually have any spells, even when choosing Master. They just kinda punch people and pick up their weapons.
Having some more names included in the randomizing would be pretty neat too. I can only grow attached to so many Hentons before I start wondering if Saad is actually running some kind of underground cloning/necromancy facility.

Is using NMM fine with this mod or do you think I should just do so manually?
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Peter P Canning
 
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Post » Sun May 27, 2012 2:15 pm

I'm a little concerned work on this mod is slowing down, which don't get me wrong is fine, but just letting you know that im working on finding my gaming pc, so if you need any help or are heading off somewhere I will be able to help soon
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Nicole Mark
 
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Post » Sun May 27, 2012 5:06 pm

rmbackslash:
Awesome mod. I would post the options for the set console commands on page 5 on your Mod pages of Nexus and Steam Workshop!

Questions:
1) Can Mercs ride?
2) If you dismiss them outside of Whiterun, where do they go? I dismissed 2 at the end of a mission near Ft. Greymoor. They walked north along the road and now I can't find them.
3) If inside a location like Bannered Mare, do they sandbox there?
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Chica Cheve
 
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Post » Sun May 27, 2012 7:25 pm

I also have a question, Aside from killing them, is there a way I can stop paying them ? I mean I dismiss them but they still count towards my payments. Also Shalani's questions also intrigue me.
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Anna Watts
 
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Post » Sun May 27, 2012 9:39 am

Just stopping by to see if there are any plans for future development. I hope everything is well! My classes are over now, and I'm messing around with this again. Fun stuff.
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kitten maciver
 
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Post » Sun May 27, 2012 8:01 am

For some reason I don't see the variation and the names run out quickly. Any help?
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Lyd
 
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