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Prevent player from having followers?


kromey

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For my lichdom mod (link in sig), one of the weaknesses I want for liches is to not be allowed followers -- the idea being that no one should want to put their life on the line for that of an undead abomination that is effectively immortal anyway.

 

Is there a way to disable followers from a script, i.e. a way to turn it off from within the game itself at a certain scripted point (as opposed to the mod simply disabling followers altogether)? Better yet, can I disable the vanilla followers but then create one or two followers for which it would make sense (e.g. necromancers to whom you promise the secrets to great power)? Ideally I'd like to do this with as few modifications to vanilla assets as possible, so as to retain compatibility with as many other mods as possible.

 

Or is this just a pipe dream?

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you could just use a load door then make sure the navmesh isn't properly finalized under the door. This will stop them form being able to use it thus allowing them to enter the dungeon/whatever part of it. However i know nothing about blocking specific followers.
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Or is this just a pipe dream?

 

Probably more...unnecessary. If someone wants to RP a lich, they'll play their character accordingly and not recruit followers that (they feel) would normally not accompany a lich. On the other hand, even if you do manage to implement such a feature (and we're not talking about preventing followers from transitioning into one cell, but throughout the entire game once the PC becomes a lich), you'll just have an endless tirade of players asking you to provide an optional plugin where such a feature is removed. It'll break some quests as well, where some NPCs has to accompany the players. It just sounds like more aggravation than it's worth.

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you could just use a load door then make sure the navmesh isn't properly finalized under the door. This will stop them form being able to use it thus allowing them to enter the dungeon/whatever part of it. However i know nothing about blocking specific followers.

 

:psyduck: :psyduck:

 

 

Now that I think of it, Ripple might be right about the quest-breaking issues with it.

However, how about making the Lichdom quest drop your disposition with followers?

I am not sure/ I don't know how that would work, but it might be possible to make the quest trigger so that at the end of the ritual your disposition with all followers would drop enough to make them not act as followers. Except those who have really high disposition OR those who are mercenaries for money. (Marcurio, for example)

Which would make sense. Mercenaries want only money, and if someone has known you always/ you have helped him/her a lot, he might "ignore" your undead appearance.

 

Just my ideas.

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It'll break some quests as well, where some NPCs has to accompany the players.

Say no more -- this alone is enough to make me strike that from my plans! (While the endless parade of requests for optional plugins can get tedious, I don't mind being the jerk who says "Not in my mod -- make your own if you don't like it!", at least when it comes to certain things that I feel are crucial to my mod, or too much work to maintain an optional version.)

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Well, if you create a form list with all members of of the PotentialFollower-faction, you could remove them from said faction using scripts, which in turn would disable the "Follow me" dialogue option.

 

This in theory wouldn't cause issues with quests.

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Rewards are better motivators than discipline, I say. If you add some really unique and interesting NPC followers, the players will choose to recruit them rather than the mind-numbingly boring vanilla game followers or even those '4 girls and 5 cups' UNP/CBBE/CBBEXXX (or whatever that popular 'pretty girls with nothing to say' mod is called....), who aren't really much more lively than zombies, if you think about it....

 

....lich followers...like the sycophant apprentice who grovels at your feet and bends to your every whim and demand in the hopes of being the inheritor of your secret to eternal unlife....or the seemingly innocent young farm girl who exhibits a morbid fascination with the dead and has a predilection for torturing small animals....or maybe a rival mage, that the lich knew from her/his apprentice days, who has now been slain, reanimated, and enslaved....

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Well, if you create a form list with all members of of the PotentialFollower-faction, you could remove them from said faction using scripts, which in turn would disable the "Follow me" dialogue option.

 

This in theory wouldn't cause issues with quests.

Could that be done in such a way that new followers added via mods would also be removed? Or would this require effectively hard-coding the list into a script and thus limiting the removal only to vanilla followers? (I'm still rather newbish when it comes to Papyrus and its capabilities...)

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Could that be done in such a way that new followers added via mods would also be removed? Or would this require effectively hard-coding the list into a script and thus limiting the removal only to vanilla followers? (I'm still rather newbish when it comes to Papyrus and its capabilities...)

 

If using formlists, it will only affect specific NPCs whose ID's are included in the list, but you could do 'compatibility' patches for mods (like 'Interesting NPCs', but you shouldn't, because they are just too damn interesting).

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