hillslam Posted March 19, 2012 Share Posted March 19, 2012 My apologies if this already exists, but I feel I've looked everywhere and can't find it. What I'm trying to do is mod some NPC's esp files so their default location is my house(s). Trying to give the places a little more life. So that what I can do is in-game dismiss, say, a follower and know they'll totter back to and then stay around the house while I don't need them. Looking for the interior Cell IDs and/or names for the player owned houses. Not really caring about a specific room but will take what I can get. Thanks in advance. Link to comment Share on other sites More sharing options...
trees415 Posted March 19, 2012 Share Posted March 19, 2012 (edited) My apologies if this already exists, but I feel I've looked everywhere and can't find it. What I'm trying to do is mod some NPC's esp files so their default location is my house(s). Trying to give the places a little more life. So that what I can do is in-game dismiss, say, a follower and know they'll totter back to and then stay around the house while I don't need them. Looking for the interior Cell IDs and/or names for the player owned houses. Not really caring about a specific room but will take what I can get. Thanks in advance.A couple things. First, I think you're getting your terminology a little confused. An esp file is a plugin file attached to the game, and is the main file used for mods. Thus, the data for NPC behavior, like all the other original game data, is all located in the skyrim master file (skyrim.esm). Second, perhaps I misunderstood your goal, but I'm pretty sure what you're trying to do is already implemented in the game. If you tell a follower that it's time to part ways, then if they will go back to your home (if they are the housecarl for that home) or they will go back to where you first met them. Now, if you mean that you want make it possible to decide where they should go when you tell them to leave, then that's a different story. In that case, take a look at the DialogueFollower quest, as well as the attached DialogueFollowerScript. You will need to create the dialogue possible to send the follower where you want him/her to go, and you will also need to create the necessary script fragments to carry out the event. Edited March 19, 2012 by trees415 Link to comment Share on other sites More sharing options...
hillslam Posted March 19, 2012 Author Share Posted March 19, 2012 (edited) I've already got the followers from Brasher's great Unlimited Followers mod and daofu's great Populated Cities mod. Liked what they did, I thought I'd just give em homes, the player's. ;) I'm editing their esp files (where their starting/home location is set - where they return to when dismissed, or where they originate in game if I haven't encountered them yet as a follower or if they're a non-follower NPC) - I wanted to edit a few of the entries to sprinkle them into the player houses, but couldn't find a consolidated list of home interiors. Suppose I could just compile my own list of these by slogging trolling thru the CK, I just hoped it'd been done already. Couldn't find it. Edited March 19, 2012 by hillslam Link to comment Share on other sites More sharing options...
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