I believe such a patch itself would be easyer to make if it was a patch for Vampire Realism or Vampire Embrace... couse in that case should be a matter of changing the cell and axis coordinates of the player teleportation in the Vampire convertion scripts... so that instead one cell uses the other, but One mod does not nescesarily has to be thinked and produced to addapt on other the cogs would adapt their self later as the antique cars... also it would be hard to addapt it now becose the NPC{s come and go and a vampire comes out of the cript and BUM! guards everywere... that is something that{s to be considered near the end of the WIP stage I think... but that{s just me
This is smelling nice!!
Okay, first and foremost, since I said I would come back to this later, I am now 100% sure I do not follow what you are saying here - I apologize for this, but if you could please try to re-elaborate what it is you are meaning it would be appreciated
With that said, I just wanted to give a small update thanking NazoX9 for allowing me to make use of the recently released http://tesnexus.com/downloads/file.php?id=27454 for this project, as I think this will be a fine addition to the aesthetics of this mod (and provide further thanks for the work above and beyond with this contribution by making some small adjustments for my uses).
Anyways, I also wanted to give a small update in regards to how I will be handling the base portion of this mod. First of all, the major focus of the base mod will remain the same - placing cemeteries and crypts at the assorted Imperial settlements and forts on Vvarndenfell and Solstheim. These cemeteries will, in most cases, be populated with headstones (activators that will display the name of the departed when the mouse is placed over them), crypts with fully developed interiors (providing some very basic dungeon crawl opportunities with a little flair), and in some there will also be static sarcophagi.
In regards to the headstones, each one will in and of itself be an interactive feature as well as mini quest. Players will be able to select any of the headstones and be presented with an option: "Would you like to leave an offering of remembrance?" They will be provided with the options of "Coda Flower," "Gold Kanet," Heather," "Appeasemant," or "None."
Now, opting to provide a flower in remembrance to the departed will result in the player: 1) Having the associated flower removed from their inventory and placed at the grave - no longer able to be taken back.
2) Have a small blessing (dependent upon the flower provided) placed upon them by the departed
3) No longer have the ability to make an offering at that grave until a small duration has passed (the length of the blessing), at which point the flower will also no longer be visible at the grave
Optionally, selecting the Appeasemant choice will cause the player to be confronted by the departed spirit, who will beseech the player to help them finally be at peace and cross over to Aetherius by acquiring some particular item that had been important to them in life (or perhaps in some cases correcting some wrong done to cause their deaths). This will only, of course, provide vague clues initially before the spirit is gone again - and thus the player will then have to ask around about the departed to hopefully find clues in regards to where they might actually accomplish the spirits task.
Upon locating what the spirit has requested and returning it to their grave, the player will once again have a small exchange with a particularly grateful spirit who will provide them with a permanent blessing (stackable with the other such spirits) and fade from this plane to Aetherius - finally at peace and rest. (Thanks again to NazoX9 for use of the ghosts, and also to Cyrano for the assistance with the scripting for this).
Anyways, I hope that gives everyone a little idea of where this will be going here, and also to make sure folks know that it still has not tapered off to Oblivion