leftisthominid Posted June 17, 2015 Share Posted June 17, 2015 Hello, I am new to modding. I want to mod one specific NPC, Augusta Calidia, to make her a member of Knights of the Nine (and hence a follower) as well as make her essential, change her armor, and bump up a lot of her stats. I have looked into modding tutorials, but I can't quite figure out what to do. Can someone point me in the right direction? Thanks! Link to comment Share on other sites More sharing options...
Surilindur Posted June 17, 2015 Share Posted June 17, 2015 You can make her essential, change her armour and improve her stats easily using the Construction Set. TES4Edit might also work, but I would recommend the CS. Making her a follower, however, might be slightly more difficult. Unless it is possible to make NPC a member of some KotN faction and then have it magically turn into a follower (if there is, I would love to hear it). Should there not, however, be such a feature, you will either need to make use of an existing companion management mod somehow (I have no idea how any of them work, so I cannot help), build your own simple system somehow or just add a few dialogue topics and AI packages for her. The vanilla Dark Brotherhood followers might be a good place to start looking for a simple way to make followers. Modifying an NPC in the CS is pretty easy to learn, but if you need to work with AI packages and dialogue, you could see the pages for them on the Construction Set wiki. A little scripting might also be needed, but only a little. Something to change a variable somewhere that controls whether she should follow player, wait or go about her daily life maybe? Or something else? Difficult to say. I am not an expert on this type of things. :D Link to comment Share on other sites More sharing options...
leftisthominid Posted June 18, 2015 Author Share Posted June 18, 2015 (edited) You can make her essential, change her armour and improve her stats easily using the Construction Set. TES4Edit might also work, but I would recommend the CS. Making her a follower, however, might be slightly more difficult. Unless it is possible to make NPC a member of some KotN faction and then have it magically turn into a follower (if there is, I would love to hear it). Should there not, however, be such a feature, you will either need to make use of an existing companion management mod somehow (I have no idea how any of them work, so I cannot help), build your own simple system somehow or just add a few dialogue topics and AI packages for her. The vanilla Dark Brotherhood followers might be a good place to start looking for a simple way to make followers. Modifying an NPC in the CS is pretty easy to learn, but if you need to work with AI packages and dialogue, you could see the pages for them on the Construction Set wiki. A little scripting might also be needed, but only a little. Something to change a variable somewhere that controls whether she should follow player, wait or go about her daily life maybe? Or something else? Difficult to say. I am not an expert on this type of things. :D One other thing I forgot to mention, I am using Oblivion Character Overhaul, so she looks different than in the base game. I don't want my edits to undo OCO. I have the construction set. Adding her to the KotN faction does make her a follower. I have completed the KotN questline an am a Divine Crusader, and thus all NPCs labeled as Knight Commanders can become my follower automatically.How do I add a faction in the Construction Set? I spent a good hour looking into that a month ago, and I could not figure it out. Also, how do I save my edits to her as a mod (i.e., something that can be clicked on or off in data files)? I was trying to save my edits to the Oblivion Character Overhaul mod, but TESCS keeps crashing upon saving... Edited June 18, 2015 by leftisthominid Link to comment Share on other sites More sharing options...
Surilindur Posted June 18, 2015 Share Posted June 18, 2015 I answered the CS thing on the other thread. The followers from Battlehorn Castle (the original Bethesda creation) use AI packages, a quest variable and small scripts in dialogue topics to manage their follower thing. So I doubt they created a system that makes all NPCs in some faction work as followers without editing the NPCs themselves. If they did, I would be more than surprised. It might work that way in Skyrim, but all Bethesda-created followers I have seen thus far have some AI packages added, as well as dialogue, to control whether they should follow player, wait or leave home. The Battlehorn followers even had separate topics for each and every one of them. :D It might be possible to make it so that all NPCs in a faction are available as followers, but that might require OBSE or some veeeeeeery creative use of the vanilla scripting language, so I doubt it really works by just adding an NPC to a faction and then have it work as a follower. Unless you have a mod that makes it so. Something like CM? I do not use it, so I do not know. But I have a small project under construction that should make it possible to recruit anyone and add some simple follower functions for them. Not sure when it will be finished, though... :( I need to check the KotN followers to see how they work, but I suspect you will need to add new dialogue topics and maybe also AI packages for the follower-to-be... Link to comment Share on other sites More sharing options...
Surilindur Posted June 18, 2015 Share Posted June 18, 2015 I checked how the KotN followers work, and, as one could have expected, they all have their own AI package sets and so forth. So adding an NPC to a faction does not make it a follower. You will need to create new dialogue topics and AI packages, as well some little scripts. But the KotN followers should provide some examples on how to do it. The generic KotN knights have ND prefix in editor ID and the word generic in it. When making the packages and scripts and such, remember to change the editor ID so that it will not overwrite the original one and so on. There should be tutorials on AI and gialogue available somewhere. So, you will need:- A follow package and a wait package- Topics to tell her to follow, wait or dismiss her (with custom variable as a condition)- Variable to control whether she should follow, wait or go about her daily life (AI packages need to check this)- Small "set" commands in the topics to change the variable accordingly It should not be overly complicated. Shame it is not as easy as adding an NPC to some faction. But then again, Bethesda did not have OBSE available. Or they could not use it for obvious reasons. Difficult to say. I hope you will manage to make the mod. Good luck, and lots of patience. :) Link to comment Share on other sites More sharing options...
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