[MOD] Mercenaries

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Kamer
Posts: 547
Joined: Mon Mar 05, 2018 9:26 pm

Re: [MOD] Mercenaries

Post by Kamer »

What you'll need to do to make to where you can sleep around friendlies is to also restrain them as well as changing their team. The game will see them as passive after that.

I also did a few other things to my files. I added 3 uses to the mercenary contract. One use seems just too little for the money and how it works. Every use has 5 teleports to the player and every time the teleports are up, the player will get a message and another contract. When all 3 uses are up or a month goes by, I added a message to let the player know the Mercs have left your party.

Spoiler!
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part2.png (178.03 KiB) Viewed 355 times

imsobadatnicknames
Posts: 319
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Mercenaries

Post by imsobadatnicknames »

Kamer wrote: Tue Jan 26, 2021 5:47 pm What you'll need to do to make to where you can sleep around friendlies is to also restrain them as well as changing their team. The game will see them as passive after that.

I also did a few other things to my files. I added 3 uses to the mercenary contract. One use seems just too little for the money and how it works. Every use has 5 teleports to the player and every time the teleports are up, the player will get a message and another contract. When all 3 uses are up or a month goes by, I added a message to let the player know the Mercs have left your party.

Spoiler!
part.png
part2.png
Woah dude! Sorry I didn't see this before. I've been VERY busy working on my college thesis for the last few months, so I haven't been keeping track of my mods. I'm super thrilled you managed to find a way to fix this issue!

The contracts shouldn't be having only one use tho, that's a relic of the first version of the mod. I later changed it so that you get a new contract every day for a month, so yo should be able to summon them up to 30 times. Perhaps you have the old version of the mod, or I messed up something in one of the later updates and reverted the mod to the original one-use-only behavior? I'll have to check!
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 319
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Mercenaries

Post by imsobadatnicknames »

Update:

I finally addressed the biggest problem with this mod. Everyone knows by now it's very annoying when you summon your allies, but after they've finished helping you they keep teleporting to your location, interrupting your fast travel, and preventing you from resting. That's over now. Now when you use your mercenary contract, you'll receive a bell in your inventory. You can ring this bell to give your allies the order to retreat. They won't disappear right away, but they will stop teleporting to you location and preventing you from tavelling/resting.
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Mercenaries 2.3.rar
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Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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