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[LE] Recruiting Vanilla NPCs into custom home


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Hello! I am trying my hand at modding skyrim and would like to try a few things:




  1. Hire vanilla npcs such as Benor, Erik and Jenassa etc. to move into my home via dialogue. I would like to make a guild and have the npcs walk around, interact with markers basically relocate to my home. I would also like to get them to go out and clear out bandit locations. ( I do know about my home is your home and guild starter but really want it to be just for my home.)




I was able to figure out how to set up dialogue and set up packages but I cant get the followers to actually move into my home (they just ignore new packages I set up via quest). Would anyone be able to help me with this?



Thanks!


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You could just use the "my home is your home" mod to move vanilla followers to your house, i've used it a lot in the past and it works with all followers mods that don't have their own framework.


But if you want to, "start a guild" & "I would also like to get them to go out and clear out bandit locations", then you will need to edit a lot those vanilla npcs especially for the second one, and it's something i do NOT recomend, i don't know about those particular npcs but a lot of vanilla npcs are tied to quests - scenes and different events which some of them will fire at specific locations.


What i would recommend is to create your own npcs so that you can do with them whatever you want without encountering or causing issues to others, with this approach your second request,

"I would also like to get them to go out and clear out bandit locations"

it's way more easy to acomplish.


Have a happy modding.

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Is it not possible to do the my home is your home but to just do it with my home being the main location? I dont want to rely on another mod and it would be great to learn how to do this. It shouldnt be that invasive to relocate most of the hirelings since they just stand around the taverns. For other followers the quest would only fire after their quest was done ( I may not do this for all followers since some of them have homes already). Also please remember that some of these npcs can be relocated anyway due to the blades quest or the steward quest so it should be safe. If anyone can help please let me know. Thanks

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The best way to learn is to see by yourself how "My Home is Your Home" does it.

 

When i said:
"i don't know about those particular npcs but a lot of vanilla npcs are tied to quests - scenes and different events which some of them will fire at specific locations"
This is exactly what i'm talking about:
"Also please remember that some of these npcs can be relocated anyway due to the blades quest or the steward quest so it should be safe"
Those npcs are used by the game in different vanilla quests and / or scenes, you need to be very careful and do an extensive research on how those npcs are set up by the vanilla game, especially if you intend on making this a mod and not just for your use, otherwise there is a great danger that a lot of things further down the game's quests / scene line may never fire.
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Ah. I see. I will take a look and see if this is possible. I think there is another mod that does something similar ( lets you hire npcs to come work for you at your home). Found it become high king of skyrim has this feature! I take a look at that as well.

Edited by petdoc1991
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I've always used Ultimate Follower Overhaul.

 

You can have 15 followers and when I build a Stronghold with Pocket Empire Bulder and tell them to Relax, they start sweepign, using the forge, drinking and singing, fighting, chopping wood and mining from any ore veins within the walls. I am trying to find a decent place with a Quicksilver Ore vein, as when I go back after leaving a few of them there, they have tonnes of firewood and ore on them. It's like they are alive!

 

"What have we here?" says Mjoll (she finds a diamond on a dead bandit)

 

"I'll just take that!" says Janessa

 

"Over my dead body!" says Mjoll

 

"That can be arranged..." and they start slugging the Nine Hells out of each other!

 

You can take them into your player home and then tell some of them to Relax there, and they will tidy up the place and use any wood piles, anvils etc.

 

But with UFO you can't make them clear out dungeons on their own, though. But they will stay in a player home until you get back. I don't lnow if they will cook food and make Alchemy potions!

 

But UFO MUST be installed correctly, with no current followers,

must be installed manually

MUST be last in order

you MUST use the Vanilla launcher to complete installation and save the game,

then reload and hire the followers and save and exit

then you can use the SKSE launcher to load the game

you must NEVER allow a Mod Manger or Wrye Bash to mess with it

 

What you want to do seems ambitious and complicated to me, but why not? As long as you keep a "clean save" that has never seen your mod, as things can get "baked in" to Saves and even if you change the mod, the original mod version can still be hanging around; embedded scripts and things.

 

I'll take a look at Guild Starter and the other mod you mentioned.

 

:)

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@ petdoc1991


Keep in mind that: Just because a mod exists that does something it doesn't mean that it does it correctly, unfortunately the majority of modders have the same mentality.

"as long as my mod works nothing else matters".


Looking at how mods have done things and comparing them is the best way to learn, it will also help you to gain knowledge of the inner mechanics of the game that you can only learn this way.

Edited by maxarturo
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I thought this would be way easier. Start the quest > talk to npc > npc goes to home > start new package. I am stuck on the npc goes to home part ( I have the dialogue set up but they just continue to stand there.) Is there a trigger or something i need to set up in the dialogue or quest or in the alias? This is way tougher then i thought :pinch:.

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