Jump to content

NPCs & Companions

Pack guards, guards, service staff and more.

9 files

  1. Anna-Sera OAAB

    A major update to the Anna Sera.


       (0 reviews)


  2. Companion Combat Communication

    Companion Combat Communication

    A MWSE TES3:Morrowind mod by Stripes

    Allows dialogue with followers in combat

    In Todd's infinite wisdom actors in combat cannot be activated. This means you have to wait until a battle finishes to access your companion followers. Some companion mods work around this by using telepathy rings and whatnot specifically scripted for each unique NPC. I have come up with a simple MWSE script that starts dialogue with any follower simply by looking at them and pressing a key, even when they can't be activated because of combat.

    Version2 changelog:
    Added mod config menu, now can assign any key you want. Default is C.


       (0 reviews)


  3. Companion Stop

    Companion Stop - a simple convenience mod
    requires MWSE
    Stops all player followers with a single keypress
    assignable keybind with MCM
    some vanilla quest followers have no way to resume following by themselves,  you may need another mod or use console to make them follow again.


       (0 reviews)


  4. Buoyant Lord Vivec

    What it does:
    Makes Vivec stay floating in the air unless attacked

    Adds a simple script to make Vivec properly loop his idle animation

    Compatible with any pluginless replacer that uses the vanilla animation for vivec Not compatible with mods that alter the object ID vivec_god A compatible version is included as a patch for Versus Vivec Initial Release v1.0 Load the patch after Versus Vivec.
    Made for a request by dmettler182 on the Morrowind Modding Community discord


       (0 reviews)


  5. Mainland Mercs

    Adds NPC's for hire on the mainland of Morrowind (requires Tamriel Rebuilt).
    I wanted to make 'NPCs for hire' that are self suffecient and easy to use without having to micromanage everything about them, and level and gear up the more you work them.
    Why require Tamriel Rebuilt?
    Well honestly Vvardenfell has been modded to death. I can't place a fart on that island without conflicting with some mod somewhere and I'm bored with it for the moment.
    About the NPCs:

    At this time there are 4 NPCs.
    Common features include:
    Grumpy's warp following scripts stay, follow, and stand aside commands Greeting shows current and max health and current magicka Auto sheath when combat finished NPCs earn their own XP ( expeirence points ) each day they work for you NPCs auto level stats on hire and rest. Stats level calculated by player level and NPC XP level Level, heal, repair, and resupply on rest ( when AiFollowing ) Water breathing so they won't drown. remote greeting even during combat teleport to safety when injured too badly recall teleport to player when player is outside. auto sneak, water walk, and levitate with player Gear upgrades available when they earn enough gold from you. I did not add companion share, they are npc's for hire, not pack mules ( but i did add a pack guar with companion share 😛 )
    So without further ado, allow me to introduce them:

    Erindra, a female Bosmer archer located in Bosmora ( where else? lol )
    -uses light armor, bow, and spear.

    Davia, a female Redguard warrior located in the Helnim Guild of Fighters
    -Uses heavy armor, sword, and shield

    Walks-with-Shoes, a male Argonian sorcerer located in Firewatch Palace, Guild of Mages
    -Uses bound dagger, damage, and shield spells
    -slowly regenerates magicka, speed increases with level
    -can cast light on self if enough magicka

    Fons, a male Dunmer monk with a pack guar located in Sailen ( near the silt strider )
    -uses no weapons, hand to hand only
    -no remote greeting or recall outside ( i felt teleport was a bit of a cheat )
    -no teleport away when hurt
    -no levitate but can water walk
    -stays outside

    Kagiliim, a pack guar
    -companion share
    -no levitate but can water walk
    -stays outside
    -avoids battle
    -increases in size and carrying capacity the more he is used

    Who made this?
    I did my discord ID is @Stripes#1829 ping me if you need to
    Technical Notes of what I did and didn't do and why. ( the TLDR section )

    Like I said MW is cobbled together and this mod a big mess of overlapping cobbled functions and features and workarounds, made even worse when I'd change my mind and add, change, or delete stuff. But it all works as intended ( unless i broke something doing the said add, change, or deleting of stuff )  within the limited parameters of the MW game engine/world.

    Companion Share vs Gearing Up

    I didnt use companion share as these arent supposed to be 'friends' that you would just give a full set daedric armor to.
    They are independent Non Player Characters that have their own talents and like/dislikes. They have their own abilities and equipment.

    The monk has no gear. The guar grows in size, encumbrance, and health.
    Only the warrior and the archer gear up. Each time you hire them they earn money, when they have enough money they will tell you in dialogue to go to a certain merchant (conveniently at their point of origin ).
    Once in that cell you trigger the upgrade by dialogue topic on the merc. You don't talk to the merchant. Time stops in dialogue and doesn't make sense that you'd do the shopping for them. And its for the best that I don't touch dialogue on other NPC's ( especially not TR NPC's!!!! )
    Without script extenders or a shitload of activators you can't take them shopping just anywhere so I made them loyal to their vendors, which is believable enough to me.

    Unfortunately I don't ( yet ) give a notice of when the next upgrade is available you'll just have to keep checking with the dialogue.
    The sorcerer gains new spells instaed of gear and buys a spellbook from his merchant. I disabled pickpocketing to shut down possible exploits of the repair script.
    The upgrades for each merc are as follows, the number is the total earned income:

    0 iron armor, shield, and flameblade 100 steel shield  -2 weeks 200 steel flamesword -4 weeks 500 steel armor -10 weeks 10000 ebony armor  -200 weeks
    0 netch leather, chitin bow, arrows, and spear 100 iron shardskewer -2 weeks 150 short bow -3 weeks 200 iron arrows -4 weeks 250 long bow -5 weeks 400 chitin armor -8 weeks 500 steel vipercleaver -10 weeks 1000 viper arrows -20 weeks 10000 glass armor -200 weeks
    0 spirit knife 100 shield -2 weeks 200 wild weaping wound -4 weeks 300 bound dagger -6 weeks 500 summon scamp -10 weeks 1000 daedric bite -20 weeks  

    The monk and his guar don't teleport. I felt this would be too much a cheat and less immersive. ( in my not so humble opinion in this matter )
    They also don't teleport away when hurt and can die in combat so you'll have to be extra careful with them 

    The other 3 mercs will teleport away when they get too damaged, but you can recall them to you if you are outside.
    They each give you a contract and a spell. The contract has a script on it to detect use of that spell so you should always keep that contract in your inventory, don't worry it has no weight.
    When you use the spell it triggers a force greeting of the merc. so you can contact them if they are out of range, in combat, or in an entirely different cell.
    I used the script on the inventory item instead of a global script so if you decide to not use the merc you can stash the contract somewhere so the script stops running.
    In the dialoge you can tell them to teleport to you, if you are outside. So once you have the contract even if its expired you can contact them to hire them again and have them teleport to you.


    For stats I used grumpy's style of auto leveling but with an added twist. Where his script leveled npc stats to player level mine levels to half of the players level plus the NPC's xp level with a level cap at 100.
    I tried to balance the math for both high level and starting players.

    Each day they work for you they gain an experience point.  When they reach the required xp points they level up. The level script runs whenever you hire them or rest while they are following.
    The level requirements increase by a factor of 1.1 for each level so they will level up slower at higher xp levels.

    I used a global variable to set the base requirement. It defaults at 6. So that's xp which is days for the first level up.

    You can change this in the console, the lower the number the quicker they level, the higher the number the longer it takes to level up, but may get outrageous at high levels if you set it too high. Type in the console:   set 0_merc_rate to X   where X is the number you want
    If you change this you should do it before you hire them, because afterwards the math is already set in motion and will not work as intended. They all share the same base global.

    Also, you should sleep with them at least once a day, you will waste xp if don't level up right away. sorry my bad, sloppy scripting 😛
    Through dialogue choice they display their current level, total earnings, experience, and defense and attack ratings.

    The archer also displays the number of arrows she has.

    Healing, repairing, and resupply

    I didn't use DinkumThinkum's potion saver because Morrowind Code Patch fixes NPCs from chugging all their potions at once, which dont matter anyway because of the following reasons:
    I didnt add companion share and they only have a maximum of one healing potion at all times.
    They will teleport away if below 20% health.
    They have a healing spell, but AI isn't reliable and they can run out of magicka.
    The potion is merely an extra failsafe to try keep them alive but it is still possible they can die.

    Whenever you rest with them following they start their level script and heal to max health and magicka, repair all armor and weapons, and resupply their one healing potion.
    The archer will also resupply arrows, the more hours you rest the more arrows are supplied.

    I made some ID filtered hellos to each NPC using the vanilla ones that made sense.
    I may later add some more but theres not much to pick from
    Other mods

    I use Westley's pluginless head replacer so if you want your mercs to look like the way I see them then use that.
    Future plans

    I plan to refine the dialogue and whatnot to make them each "in character" and lore the best I can, right now dialgue is mostly a placeholder for the functions.
    And playtest more thoroughly to balance the leveling and make sure there are no bugs and maybe think of stuff I want to change, add, or delete lol.
    Also I am developing more NPC's with other unique features. And of course keep up with changes made by TR 😉


       (0 reviews)


  6. Gregarious Orcs

    Changes the behaviour of the Orcs who occupy Daedric shrines to Malacath, making them less hostile to Orcs. Also reverses the effects of high Personality on their disposition.


       (0 reviews)


  7. Lame Corprus Vibing to Guar Skin Drum

    This mod expands on the small vanilla quest to give Uupse Fyr a guar skin drum to pacify the Corprusarium inmates by using mwse-lua 2.1 to make her actually play the drum after the quest is completed.


       (0 reviews)


  8. Gil's Guar Travel Service

    This mod adds a network of guar and cart travel services to Vvardenfell. They mostly cover shorter trips, and are intended to connect some settlements that were otherwise tedious or repetitive to get to due to a lack of travel options. Currently, guar and cart travel services are available in Ald'ruhn, Balmora, Caldera, Ebonheart, Hla Oad, Pelagiad, Seyda Neen, and Suran.
    Other than the locations chosen, the main differences between this and previous versions of the same idea is that all carters have proper destination topics, and conditions so that they can no longer offer their services once their pack guar has died.
    While not strictly incompatible, it is not recommended to use this mod alongside other ones that implement the same idea. Alternatives I know of include:
    Chariots by Arcimaestro Antares Guar Caravaners by Grond1911 Guar Taxi Service by Merlord Guar Travel by Zobator


       (0 reviews)


  9. Paxon the Pack Rat

    This mod adds "Paxon, the Pack Rat" to your game.
    As the name implies, Paxon is a "Pack" Rat. He's difficult to kill, hard to lose, and can carry a lot of stuff. He will also fight beside you.
    Paxon can be found in the courtyard of the Census and Excise Office, in Seyda Neen.
    Give him stuff to carry and try not to trip over him.
    (It's not a very complicated mod to play.)


       (1 review)


  • Create New...