this is awesome!
some ideas that come to mind would be:
imps could restore some mana if you ask them for it
centaurs could offer a repair item service (maybe even magical repair)
giants could give an endurance buff to player if asked for
harpies could cast levitate or slow fall buff on player if asked for
spriggans could heal some health if asked for
nymphs could cast a water walking or water breathing buff on players if asked for
orcs could give player a poison weapon dmg buff if asked for, furthermore they could offer some orcish weapons and armor for buying
dragonlings could cast a fire dmg buff or fire protection buff if asked for
daedras could teleport you to a random quest marker or to the dungeon exit if asked for, they could offer some daedric weapons and armor for buying
other elemental magic protection buffs could be distributed among the monster classes
Re: [MOD] Language Skills Overhaul
Posted: Mon Nov 29, 2021 10:16 pm
by Macadaynu
Nystul wrote: ↑Mon Nov 29, 2021 9:18 pm
this is awesome!
some ideas that come to mind would be:
imps could restore some mana if you ask them for it
centaurs could offer a repair item service (maybe even magical repair)
giants could give an endurance buff to player if asked for
harpies could cast levitate or slow fall buff on player if asked for
spriggans could heal some health if asked for
nymphs could cast a water walking or water breathing buff on players if asked for
orcs could give player a poison weapon dmg buff if asked for, furthermore they could offer some orcish weapons and armor for buying
dragonlings could cast a fire dmg buff or fire protection buff if asked for
daedras could teleport you to a random quest marker or to the dungeon exit if asked for, they could offer some daedric weapons and armor for buying
other elemental magic protection buffs could be distributed among the monster classes
These are great ideas, Would you also have them locked behind a skill requirement? (like with the other language skill and PER checks)
But yeah having race specific bonuses makes it more interesting
Re: [MOD] Language Skills Overhaul
Posted: Wed Dec 01, 2021 10:29 pm
by Macadaynu
Got the party follow mechanics down, and the party now follows you in and out of dungeons / buildings:
Re: [MOD] Language Skills Overhaul
Posted: Thu Dec 02, 2021 1:06 pm
by John Doom
Macadaynu wrote: ↑Mon Nov 29, 2021 7:33 pmI'm just hooking into their enemy motor when they are in this state and making them follow the player. As soon as they spot an enemy, the standard AI kicks back in so they go and attack their new target as normal.
I was wondering if you're directly editing EnemyMotor.cs or if you've found a way to interact with it from another script while still keeping the motor's behaviours for special cases like paralysis, gravity and timers
Re: [MOD] Language Skills Overhaul
Posted: Thu Dec 02, 2021 1:24 pm
by Macadaynu
Just interacting with it from another script, am at work at the moment so don't have access to my code, but when you have got your enemy gameobject in the Unity scene you can do something like:
var motor = gameObject.GetComponent<EnemyMotor>();
Then you can access whatever public properties / functions you want within that enemy's motor
Re: [MOD] Language Skills Overhaul
Posted: Fri Dec 03, 2021 9:52 pm
by Macadaynu
You can now ask your followers for directions to quest items (if your language skill and personality are high enough of course)
Re: [MOD] Language Skills Overhaul
Posted: Fri Dec 03, 2021 10:05 pm
by daggerdude
I really love this a lot! this would add a lot of depth to the game! I would also like to see the ability to summon a creature or human companion outside in the wilderness or dungeon (non-human) or recruit/conscript humanoids in various places based on type -
thieves from the thieves guild
assassins from the dark brotherhood
warriors from the fighters guild
knights from the knightly order
healers from temples
mages from mages guild
barbarians from dungeons
archers from wilderness
random thief type class from taverns
random warrior type class from palaces
random mage type class from somewhere of sometype.
you'd be able to attempt a summon once per day. humanoids would have a daily fee commiserate to their skill and level and inventory, and would run away or possibly desert you if their health becomes too low, or on seeing a lich or vampire ancient (except for maybe sorcerers and knights)
the time you'd have this companion would also factor into skill.
Re: [MOD] Language Skills Overhaul
Posted: Fri Dec 03, 2021 10:55 pm
by Macadaynu
daggerdude wrote: ↑Fri Dec 03, 2021 10:05 pm
I really love this a lot! this would add a lot of depth to the game! I would also like to see the ability to summon a creature or human companion outside in the wilderness or dungeon (non-human) or recruit/conscript humanoids in various places based on type -
thieves from the thieves guild
assassins from the dark brotherhood
warriors from the fighters guild
knights from the knightly order
healers from temples
mages from mages guild
barbarians from dungeons
archers from wilderness
random thief type class from taverns
random warrior type class from palaces
random mage type class from somewhere of sometype.
you'd be able to attempt a summon once per day. humanoids would have a daily fee commiserate to their skill and level and inventory, and would run away or possibly desert you if their health becomes too low, or on seeing a lich or vampire ancient (except for maybe sorcerers and knights)
the time you'd have this companion would also factor into skill.
Thanks for the feedback
Yes this kind of thing would be possible, but probably would exist outside of the Language theme of this mod. I did plan on using this kind of follower logic for other things like NPC companion quests with followers and the like, but they would exist as a separate mod to this.
The follower party logic was the hardest problem to solve, so doing things like you have suggested would not be too difficult I don't think.