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Housing and Clothing for Beggars


autumnsky38

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Hi again. Just another idea I thought I'd toss out and see if anyone might be interested. I always give money to the beggars in Riften, Windhelm, Solitude, etc., but I'd like to do more. I hate seeing them in those raggedy clothes and I'd like to be able to give them more than just one coin, so I was thinking of either a mod that has an actual homeless shelter, or maybe a mod that allows the player to give the beggars a lot more money and even clothing. ( or both!) Another idea might be to be able to make them followers and hire them to work in your home as a maid or handyman, or blacksmith, etc. I hate seeing these poor people freezing outside all of the time and even though it's just a game, I'd like to do something about it. (but have NO idea of how to make mods yet!) :)

 

Anyway, thanks you guys---I appreciate you all very much,

Tracy

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  • 6 years later...

I like this idea - in truth, I've been playing with this in my mind for some time now. From what I know at the moment, I believe this would be a matter of adding some dialogue, quests (not real quests, just sets of rules so the game knows when something changes), additional locations, new AI Packages and companion script.

 

I think I could try to play with this at home (I don't promise anything, especially since I never tried to make a companion yet), but I'll at least try to see how hard it would be in reality :wink:

(more skilled people are welcome to step in and save the amateur from embarrassing herself)

Edited by nayakri
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I like this idea - in truth, I've been playing with this in my mind for some time now. From what I know at the moment, I believe this would be a matter of adding some dialogue, quests (not real quests, just sets of rules so the game knows when something changes), additional locations, new AI Packages and companion script.

 

I think I could try to play with this at home (I don't promise anything, especially since I never tried to make a companion yet), but I'll at least try to see how hard it would be in reality :wink:

(more skilled people are welcome to step in and save the amateur from embarrassing herself)

 

iAFT has make follower spell:

https://www.nexusmods.com/skyrim/mods/71689

 

Turn beggar to follower, bring him to your modded house with lots of beds, tell him that's his home now using MY Home is your Home.

 

https://www.nexusmods.com/skyrim/mods/18045

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That's not really immersive (sorry, I'm very immersive lately xD). I thought about things made purely by dialogues and actions...

 

That means moving the beggars out of their faction into the possible followers faction, adding new lines, and possibly breaking quests since some of the beggars are tied to certain quests. Even the make follower spell can break quests.

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  • 2 weeks later...

Uh, it isn't what I meant as well. What I mean is possibility to interact with beggars to persuade them, intimdate them or give them money, so they could change their lives on their own. So they don't follow me like lost puppies (sorry if I appear angry, I'm in the middle of translating something for my classes at the university and since English isn't my native language, it's a pain in... you get the meaning).

 

I created a draft for this mod, to be honest, but I forgot to post it here and deleted it from my computer since I don't have time to even try to make it with my other planned mod and the university in the background.

 

But here is the basic idea:

 

Each beggar gains a hidden quest of Trust (something like this). For most it will be after giving them some money, for others it will mean completing their personal quests (like with Narfi - I'm going to use it as an example because I don't remember anything else).

 

After gaining their trust, you can use four options (so you have some roleplaying in this).

 

1. Persuade - mostly the good option (for good guys :P). Example: Narfi will try to get over his sister and starts working in the local inn. And sleep there like a normal guy.

 

2. Gold and advice - for good guys who aren't big on speechcraft. Example: Narfi will rebuild (after some in-game weeks) his home and change his AI Package to some homeowner sandbox, etc.

 

3. Gold and "I-don't-care-just-take-it-and-leave-me-alone" - for neutral guys. Example: Narfi, not knowing what to do with his money, will buy some good clothes (or armour) and start wandering from one city to another, giving out his money in inns and looking for troubles.

 

4. Intimidate - for evil guys. Example: you make Narfi feel so awful that he commits a suicide (so you'll save your time during your DB carrier).

 

And so on, and so on. Finishing the quest would erase their beggar talk and make them follow new AI Packages and generic talk (or some added silent dialogues).

 

That's my idea how this should look like and I don't think I could accept anything different than this. But, as I said, I'm in the middle (actually, I'm in the 5% of it) of my College Mod and I just starged my second year on the university (and it's hell), so I won't be able to do anything with this.

 

Maybe someone will take this idea and turn into something useful, maybe not. Good luck anyway!

(going back to my pitiful translation...)

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