Stinkingyeti Posted March 8, 2016 Share Posted March 8, 2016 How much is actually possible here? Here's a couple of ideas for example: I build my hearthfire house, I would like to have a trading NPC who belongs to me essentially, i.e i recruited him. It would be his job to grab loot from the storage in my house, and travel around skyrim selling it for me, returning with gold, or other items that i might have requested.This process of course would take time, and would be dangerous, and as such, I would need to hire and equip guards to go with him. Then there are other options, lets say i don't want to level up smithing to make armour for my guards, but i can make the smithing area at my house, so why can't i hire a smith to make them for me? I offer him gold and food, and request certain items to be made, kept generic for ease of use, i.e a suit of steel guard armour (includes the boots, helm, gloves, chest and a sword and shield). Then maybe you could have options of improvement on it. Then of course there is the resident enchanter to buff your NPC items. And what about creating an NPC adventuring party to hunt down a specific enemy, or loot item. Maybe you want them to secure dragon bones, or mammoth tusks, or maybe you just want them to patrol the area for bandits. Is the level of scripting for something like this beyond what skyrim can handle? Or is it that the vanilla game might throw out too many exceptions to independent actions going on? And of course, there's the nefarious side of creating your own thieves guild and/or bandit crews. I know there's a bandit crew mod out there, but it just sort of lacks the suspension of disbelief to make it role play viable. Link to comment Share on other sites More sharing options...
Stinkingyeti Posted March 11, 2016 Author Share Posted March 11, 2016 Should i post this somewhere else for some info? Link to comment Share on other sites More sharing options...
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