Oblivion/Skyrim-esque Follower NPCs

Talk about the mods you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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4nt
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Re: Oblivion/Skyrim-esque Follower NPCs

Post by 4nt »

Okay, so whoever goes about making this mod will probably want to tackle the features proposed throughout this thread so far in the following order then:


1) Core mechanics of the script
  • A method to spawn an enemy mob
  • A method to make the enemy mob friendly
  • A method to promote "infighting" (since its still technically an enemy mob instance, it'll need to be able to fight other enemy mobs)
  • A method to promote following the player in a 3D space
  • Advanced path-finding methods and shite like that
  • Spawning methods for whenever fast travel is used or when players are entering/leaving buildings
  • GUI scripts and all that jazz
  • (anything i probably forgot to mention)
2) Implement paid mercenaries and the like (preferably through the quest method Ralzar suggested)

3) Develop a system to handle and execute custom-made follower NPC scripts so companion mods can be made for Daggerfall Unity (preferably have these companions be recruitable in inns like King of Worms suggested)



Figured that the hired mercenaries, mages, etc. should be tackled first just in case making a modular script that handles custom follower NPC files is too much to ask for.

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Ralzar
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Re: Oblivion/Skyrim-esque Follower NPCs

Post by Ralzar »

A lot of the AI and infighting stuff is allready there.

DFU unity has improved pathfinding AI from vanilla. The easiest way to improve it would honestly be to have the follower respawn close to you when he is too far away.

DFU has split the mobs into groups that fight eachother, like undead, animals, deadras etc. So this would need a seperate "friendlies" group that did not have aggression toward player.
This would also make the group possible to use for any other stuff like summoning undead, pets etc. Otherwise your follower would fight your pet.

DeltaOfPie

Re: Oblivion/Skyrim-esque Follower NPCs

Post by DeltaOfPie »

I think this mod is super important... it's the easiest way to improve the game.
(as well as fix the narrative inconsistency of giving novices death trap dungeons to retrieve.... some herbs... you could simply get some support and everything is done. maybe you could include some modifier on how many people you took with you... or price death trap dungeon quest higher [with low levels], so you could encourage new comers to get some support...)

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altug
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Re: Oblivion/Skyrim-esque Follower NPCs

Post by altug »

I can imagine an easier alternative way for this, at least it can help until this kind of complex mod become possible;
At current state, remember some DF quests can give you fake followers whose portraits visible on screen. This can be used as companions/groups like in Might & Magic series. They can auto-cast hostile spells (from your point of view) or heal spells to heal you. Or they can use bows. However I think melee weapons will not be possible because of their range sphere.

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