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Entrisen

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  1. I know that there are many multiple follower mods out there. I want none of them. I have tried them all and they all over complicate things and cause strange bugs. Even Simple multiple followers does and its not even ported to SSE. I want nothing more than to simply have up to like 5 followers, but none of the bells and whistles the other mods add. I want it to be exactly like the vanilla follower system, just adding more followers. absolutely nothing else tweaked at all. Nothing. There has to be a way to do it. And there obviously is, as there are so many multiple followers mods out there. They just all decided to add a bunch of stuff I donât want. So how would I go about making my own? Say, I already have a follower, I go up to another and I can click join us and everything about it is vanilla as possible except for I get to have more than one follower. Any advice or guides to be able to do this would be fantastic. I looked EVERYWHERE on the forums here and other places and the question usually is left unanswered or no one knows how to do it. There has to be a way! I just know there has to. Thanks guys.
  2. I've dipped my toes into modding and I plan on doing many small things to hone my skill before diving into this head on, but I would like to discuss my mod idea. The mod would be where, you get a job at a restaurant across from the whiterun stables, next to that farm. You do a few fetch quests for the owner after getting the job, say, getting a shipment of wine from somewhere, or delivering a case of ale brewed by the restaurant to someone in riverwood, or rorikstead, you get the idea. A couple of radiant quests to work at the restaurant. You can chop wood also for money and perhaps brew ale and get paid. Well, the owner is in debt to some very powerful bandits and come in one day demanding the money by a certain day, or they are going to kill the owner and take over. After they leave, you can offer to the owner to pay off her debt, or go kill the bandits for her, or to inform the guards of the conflict. Depending on which option you choose, different things would happen. Say you ignore the issue, obviously the owner will get killed and one of the thugs will come in and take over, and you could work for them. If you warn the guards, (perhaps with a strong speech check first) the main bandit will be found in the whiterun jail. If you go kill the bandits, obviously they will be gone and the owner would be grateful to you, and split the ownership of the restaurant with you. You could find hirelings to work there and you get a cut of profits. Or maybe you don't kill the bandits, and you decide to pay off the debt, and if you fail some sort of speech check, you return to the restaurant and it's burnt to the ground and the owner is dead. You can then leave it as is or you can go kill the bandits and take over the restaurant and rebuild it. It sounds very complicated, and I might not have explained it greatly, but in my head it sounds like it would be a lot of fun. Behind the scenes it would be complicated but it would be a small scope type of mod but with a lot of options. Is it possible to make such a mod and would it even be worth making? Does anyone have any ideas on how to make it even more interesting and work better? Just wanna brainstorm :) thanks!
  3. I appreciate all of that. Although, I'm confused honestly. I went to the door and made a new script, went to the source and pasted this in but there are errors and so I went back and thought, duh, I need to add in the correct ID's for the specific house key i'm using and the specific interior cell I want. So I did that, and it says they are all undefined. I'm so lost. I know you are busy, and i'll eventually figure this out. Just takes time messing around with it. Thanks for your help.
  4. I appreciate the advice here- In the last few days I decided it was best that I made my own player homes, and I feel i've done quite well as it's pretty simple and straightforward. I would very much be greatful to you if you could help me out with this one thing though, making my custom home purchasable. I am at a complete loss, and I've done a search online high and far and I somehow cannot find a solution to this. I would love to have the homes i make have to be bought. I've created a key, and all that, but when it comes to scripting, I'm an absolute beginner. I've taken a look at the House Purchase Quest to get an idea, but i'm still confused. Thanks for any help :)
  5. Hrokis house in Morthal, the one that is burnt down and is an empty shell of a house is sitting in a great area for a home. I'm new to modding, but it's seeming to be very straightforward. I just want to know if it's possible to mod the house, basically, delete the burnt house and replace it with a new house that can be purchased? If I wanted to make this modification, what would I need to do, and would it be safe to do so, if the quest that deals with the house has been completed? I know there may be mods created that do something like this, but none of them do exactly what I am thinking so I would like to make it myself. Anyone that has any advice, I very much appreciate you! Thanks.
  6. So I haven't heard of anyone ask about this before, and it's something I think would be nice. Though I don't know if doing so would break the game or something. Is there a way to, say, take an NPC owned home, like Iringir's house in Dawnstar, and making it a home that is purchasable for the Player. The way I roleplay, I would love to just buy a house without being a thane, and I think having a house inside each city would be cool, and these would just be nice simple homes. Is there any way to get this done safely, without breaking anything? Thanks for any advice.
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