They player can be made essential through scripting, this script will do the trick:
Game.GetPlayer().GetActorBase().SetEssential()
This will make him essential, but if you want to disable this then just type in false in the set essential part so it looks like this:
Game.GetPlayer().GetActorBase().SetEssential(false)
Thanks, but I knew how to do it...my issue was whether this could break the game or not...
I mean...if there are quests that require the main player to be killed or end up in dying state.
I didn't think this worked unless the "Player" was also under AI Control (I'm sure I remember a command to do that ... but I can't find it now) ... maybe I'm making it all up (seems to happen to me, sometimes!)?
Nah...I am sure that this will work on player exactly as npc...
There are mods which already make the player essential and they seem to work.
My idea is to merge the concept of being essential with boosted stamina and health recovery AND with the capability of drawing Quickening from the beheaded enemies. So I need to ensure myself of the following issues:
- How the Dragon Absorption "animation" works (it seems to be a quite complex script, not a real animation)...because it's very much like the Quickening absorption of Highlander.
- How decapitation works in-game (it seems to be a kill + equip decapitated head "thing")...because decapitation is the only way to take Quickening.
- If being essential would cause main quest breakings or not (which means...I need the feedback of someone who already tried using the setessential trick above...).
As for the skill gain (which would be the core of the whole skill and stat gain "thing")...I've already found a very good way for doing that (and used it in a necromantic mod of mine)...
...however...I need to be pretty sure about how to make this, because making an Immortal in an "Highlander-like way" seems quite complex...
Thanks anyway,
Jashkar