cfh85 Posted August 20, 2012 Share Posted August 20, 2012 Anyone interested. It should be ready for playtesting in about a week, possibly less. Features.Standard hired NPC's (gold will be provided to pay during testing)Specialist hired NPC's - this will only provide limited functions that wont involve combat (gold will also be provided for these)Adventurers (not included in this release as they are intended to have quests) Standard hired NPC'sCommands - follow (close, at a distance, sneaking close (constant) & sneaking far (constant) ) all will sneak when you sneakStay (and fletch arrows, repair equipment, make lockpicks, do nothing)Ambush (currently two functions, wait until call (lesser power) and heal)Services (currently heal party) The ambush is the main part I want to test, especially the heal. As it currently is you need to take you companion to where they will wait and hide then tell them to wait for the ambush. The healer (only 1 battlemage or regular mage can perform this function at a time). The ambush cry works on the waiting followers in the current cell and 8 surrounding, at which point they will be set to a follow package and will then rush to the player and engage any enemies. Ranged fighters should fight at a range (hopefully in a hard to reach position). The healer will scan which of the party needs healing the most, if their health is below the threshold they will heal them, otherwise they will fortify them. The healer will only scan his/her current cell plus the 8 surrounding, and will only heal those which have a LOS. I'm working on several improvements. Select the type of enemies you wish for the attackers to target first, select at what point you want your party members to flee (% of health) automatic flee if the PC distance exceeds set amount, and with the help (hopefully) of WarRatsG the ability to select where your party will wait without walking them there. Specialist Hired NPCsA 'pack mule' - carry loot (unlimited)House servants - find and retrieve companions, find and pay companions whose contracts are nearly finished, restock food/drink in PC homesHorse trainer - will train horses to behave a certain way in combat (PC decides) train their speed/strength/endurance Suggestions are welcome for any improvements or changes however there are certain things I don't intend on doing.I will notAllow you to change the way a NPC fights - they wont die just to play your wayAllow you to take their armour/weapons (though you will be able to lend them some, that they'll use if it's better) - you wouldn't let someone take yoursProbably more. Prices for the standard hired NPCs varies from 500 - 4000 septims, depending on their levelAlso, currently the NPCs may be a little bland as it's the way it works I'm interested in, though I will put effort into as many as I can Anyone fancy trying it or have any suggestions? Link to comment Share on other sites More sharing options...
ElderScrollsFan001 Posted August 27, 2012 Share Posted August 27, 2012 do you have play tester for this yet? Link to comment Share on other sites More sharing options...
cfh85 Posted August 27, 2012 Author Share Posted August 27, 2012 not yet. I may have added a lot to it and may be a little behind. I'll start work on the essential pieces ready for release if you're interested? Link to comment Share on other sites More sharing options...
ElderScrollsFan001 Posted August 28, 2012 Share Posted August 28, 2012 sure :) Link to comment Share on other sites More sharing options...
cfh85 Posted September 3, 2012 Author Share Posted September 3, 2012 (edited) This project is currently making a lot of progress, but is behind. This release will only include the standard hired NPCs The class based abilities are affected by your Fame/Infamy/Renown as the NPC levels (a separate level independent of it's standard level) depending on the class alignment, most are neutral Class' and the special ability for each 01 – Battlemage – Battle Spells - Done 02 – Mage Healer – Fortify Spells - Done03 – Servant of the Nine – Divines Protection - Done04 – Deadra Worshipper Good –05 – Deadra Worshipper Evil –06 – Deadra Worshipper Neutral –07 – Conjurer – Dark Welkynd Ally - Done08 – Mage Warrior – Leech Fatigue - Done09 – Mage Scholar – Mass Dispel/Silence - Done10 – Necromancer – Necro Spells - Done11 – Swordsman – Increased Health - Done12 – Knight – Magick Leech - Done13 – Knife Dancer – Lightning Speed - Done14 – Paladin – Holy Light15 – Warrior – Magick Leech - Done16 – Barbarian – Increased Health - Done17 – Savage – Nature Ally - Done18 – Archer – Lightning Speed - Done19 – Ranger – Chameleon After Firing - Done20 – Crusader – Destroy Deadra - Done21 – Monk - Deadly Hands - Done22 – Brawler – Insanity23 – Melee Agent - 24 – Magic Agent - 25 – Agent Archer -26 – Assassin – Shadowscale Training - Done27 – Thief – Bribe Guards - Done28 – Infiltrator – Shadow Armour - Done29 – Hunter – Heightened Senses - Done Abilities based on (usually) primary attributes and major skills - 3 for each NPC Agility/Marksman – Damage Fatigue - DoneAgility/Security – Steal LootAgility/Sneak – Auto-Chameleon - DoneEndurance/Armorer – Auto-repair Armour - DoneEndurance/Block - Reflect Damage - DoneEndurance/Heavy armour – Natural Armour (Heavy) - DoneIntelligence/Alchemy – Harvest the DeadIntelligence/Conjuration – Resurrect Allies - DoneIntelligence/Mysticism – AoA Absorb Damage - DonePersonality/Illusion – Blend In - DonePersonality/Mercantile – Find More LootPersonality/Speechcraft – Persuade YeildSpeed/Acrobatics – Impossible to Touch - DoneSpeed/Athletics – Second Breath - DoneSpeed/Light Armour – Natural Armour (Light) - DoneStrength/Blade - Disarm - DoneStrength/Blunt - Fear - DoneStrength/HandtoHand -Willpower/Alteration – AoA Turn to Stone - DoneWillpower/Destruction – AoA Elemental - DoneWillpower/Restoration – AoA Healing - Done Services and tasks. Given to each NPC that is appropriate All – Repair Own EquipmentAgility/Marksman – Fletch ArrowsAgility/Marksman – Ranged Attack LeadAgility/Security – Break LocksAgility/Security – Make LockpicksAgility/Sneak – Set DistractionIntelligence/Alchemy – Harvest IngredientsIntelligence/Alchemy – Make PotionsPersonality/Speechcraft/Stealth – Lure NPCStealth – Pay Party BountyStealth – Pay PC BountyWillpower/Restoration – Ambush HealerWillpower/Restoration – Heal PartyWillpower/Restoration – Heal SelfWillpower/Destruction – Ranged Attack Lead Some abilities I'm still not sure what they will be and others I'm currently working on. Any suggestions are welcome, also playtesters Edited September 17, 2012 by cfh85 Link to comment Share on other sites More sharing options...
cfh85 Posted September 12, 2012 Author Share Posted September 12, 2012 (edited) This mod has now been released for testing here. I don't expect any problems, but I don't really play Oblivion atm so I can't say for sure. It is by no means complete, but I needed to release something to feel like I'm making progress. While I'm waiting for feedback I've got other projects to work on :biggrin: so the next update will be a little while. Any bugs however, will be fixed asap. Please, please, please give feedback and suggestions. It will help create a better mod edit. forgot to add a link Edited September 12, 2012 by cfh85 Link to comment Share on other sites More sharing options...
lonewolfkai Posted September 12, 2012 Share Posted September 12, 2012 If you're having trouble finding testers too btw, or you just want a couple more in addition, check out TESAlliance. They have a testing guild there. Link to comment Share on other sites More sharing options...
cfh85 Posted September 12, 2012 Author Share Posted September 12, 2012 Just found a MAJOR problem. Once/if I fix it I will post there to. Thanks for the tip Link to comment Share on other sites More sharing options...
cfh85 Posted September 12, 2012 Author Share Posted September 12, 2012 Any people interested in trying this, please note the problem has been fixed. All should now be well Link to comment Share on other sites More sharing options...
cfh85 Posted September 17, 2012 Author Share Posted September 17, 2012 I'm looking for suggestions for class based abilities. The first 3 are for deadra worshippers, so they should relate to towards the Deadric Princes. 1 is evil, 1 neutral and 1 good.The final 3 are for agents (archer, melee and magic) and I would prefer that their abilities were not combat orientated, but instead useful to the PC during their adventuring. All suggestions are welcome, even if you don't think it can be done. As soon as these are completed I will be releasing my next update. Link to comment Share on other sites More sharing options...
Recommended Posts