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Personal Cruisade Mod


HOlyCrapOfGod

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My Newest mod, and my first to be seeing any online time (All my others were epic failures or I felt wouldn't cut it for usefulness) will be released shortley, and will hopefully create a name for me and my team. (Me and my friends find that it cuts back time by alot if we all team up and work on specific parts, 1 person works on meshing, 1 on script, 1 on textures ect.) any way, this mod will be used for creating an army and will include mass companion share, orders to:

 

attack city, Clear dungeon (Kill all monsters and gather all loot in a cave or dungeon and bring to player) Close Oblivion Gate (closes oblivion gate and brings player sigil stone) Collect POW (Selction list where army will collect any NPC's matching description and bring to location of choice) and Conscription (Will recruit non-essential NPC's into Army)

 

All orders are done by selecting an icon on the map.

 

Mass companion Share is a concept where 5 NPC "GENERALS" control the entire possentions of all their underlings. As a result if you give a general a daedric lonsword, every person assigned to that general will have a daedric longsword, and that longsword will be equiped on them immediatly, (Yes the item is copied, and I guess this could be considered "Duping," cause if you have 20 people in a unit, than 20 swords will be made.)

 

Bugs (Please post solutions):

 

When I send people to close oblivion gate, 5 NPC`s go in but they seem to get stuck in oblivion plains, their status is alive, but I can`t seem to get them back, (I currently have a spell that brings them back, but it`s rather annoying) :wallbash:

 

With my mass companion share, if people have any foreign items, it will get duped to all my soldiers, which in to many cirumstances can crash the game, I currently have to strip all NPC`s before assihning them to their units

 

When I send my Army to attack a city, the guards won`t stop attacking the people of that unit long after the battle is over.

 

My mass Companion share seems to conflict with talkie toaster, I currently have an entire game with just Personal Cruisade, anda main game with talkie toaster and Personal cruisade, (And my army needs supplies, but I posted that under a different heading)

 

 

 

Please give me some ideas or help me with my bugs, thanks. and sorry for the long intro, (Wow, it`s pretty much a read me)

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well, there's a little script that you can use with one of the skingrad mages where he goes and gets the guy from that cave you're supposed to go to. it takes him a few days to do it, but he does it successfully every time. maybe taking a look at this script will help streamline your efforts regarding the "sending to attack"?

 

EDIT: damn, I just realized how INCREDIBLY vague that first bit was, but it's the recommendation for the skingrad mages guild, and I think the cave is bleak flats. not sure

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WOW, this is a completelly useless post for your cause, but im VERY impressed by the concept of this mod, please PM me when you release it, I will be first to download! This should definentlly hold me out untill/if someone takes my mod request. Check it out, the thread is called "very intresting concept/ my dream mod", if you and your team are looking for a new project after this one, please consider mine!!!!!!!!!!
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With my mass companion share, if people have any foreign items, it will get duped to all my soldiers, which in to many cirumstances can crash the game, I currently have to strip all NPC`s before assihning them to their units

 

well there's a console command to strip everyone of their armor, u can look it up in uesp if you dont know it... also search Hilarity in that mod there is supposedly a spell which does the same (the mod never worked for me though) This could at least make it easier and more practical of a thing to do until you work around it.

 

Oh wait the console command is removeallitems (pretty straightforward)

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well there's a console command to strip everyone of their armor, u can look it up in uesp if you dont know it... also search Hilarity in that mod there is supposedly a spell which does the same (the mod never worked for me though) This could at least make it easier and more practical of a thing to do until you work around it.

 

Oh wait the console command is removeallitems (pretty straightforward)

 

 

 

Won't that strip me?! I think I've seen it but I hesitate to try it because I may lose EVERYTHING! (I can just reload but still! maybe Ed could make a script with it) anyway, thanks for the Info.

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well there's a console command to strip everyone of their armor, u can look it up in uesp if you dont know it... also search Hilarity in that mod there is supposedly a spell which does the same (the mod never worked for me though) This could at least make it easier and more practical of a thing to do until you work around it.

 

Oh wait the console command is removeallitems (pretty straightforward)

 

 

 

Won't that strip me?! I think I've seen it but I hesitate to try it because I may lose EVERYTHING! (I can just reload but still! maybe Ed could make a script with it) anyway, thanks for the Info.

you want to stay away from player.removeallitems

try (npc'sID).removeallitems

 

IF in the console i believe if you type in removeallitems it will be you as you are the default reference. You can click on a npc while in the console and then it should bring his id in the top and then you can removeallitems and it will be the npc losing. I have never used that in console though. Though the referencing should be the same.

 

Edit:

When I send people to close oblivion gate, 5 NPC`s go in but they seem to get stuck in oblivion plains, their status is alive, but I can`t seem to get them back, (I currently have a spell that brings them back, but it`s rather annoying)

I think there have been scripts out there that if the npc is so far away from you or in another cell the "lost" npc is transported to player. However, it could be due the fact that oblivion planes reset themselves.

 

If that is the case maybe add a script sigal stone scripts that forces the player to be the last one out. (come on be noble) Hence gets the npcs and throws them out before the code is executed to throw you out of the plane. I have not examined the sigal stone scripts or your companions script, though.

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IF in the console i believe if you type in removeallitems it will be you as you are the default reference. You can click on a npc while in the console and then it should bring his id in the top and then you can removeallitems and it will be the npc losing. I have never used that in console though. Though the referencing should be the same.

 

I think there have been scripts out there that if the npc is so far away from you or in another cell the "lost" npc is transported to player. However, it could be due the fact that oblivion planes reset themselves.

 

If that is the case maybe add a script sigal stone scripts that forces the player to be the last one out. (come on be noble) Hence gets the npcs and throws them out before the code is executed to throw you out of the plane. I have not examined the sigal stone scripts or your companions script, though.

 

The problem with that is that I'm not in there with them, my mod makes them take the sigil stone (And as many treasures as possible) and bring it to me, (although this may be considered cheating and end up being a seperate file to plug in if you want it, feel free to post if you agree/disagree with this) Although talkie toaster uses such a program that spawns the NPC's to you once to far, this however will most likely restrict the orders ability, it is actually a pretty big headache to script.

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