re:
Npcs yieldthis means an animal will fight if it's stronger? could it get some penalty due to the fear though?...why only when attacking the player? if i wander around with some companions that have torches out?...
yeah i could make the creatures do that against npcs as well.
the one experience i didn't want for any from my mods is non-variety.
so i think a chance (not random chance, mind you) of creatures fighting addresses my concern.
i can also add a check for the creatures vulnerability to fire (is there such a thing?), to make it a little bit more interesting.
if you really want a combat penalty applied to the creature, what sort of penalty would it be?
i think an adjustment to their confidence is sufficient.
an attribute or skill penalty will be too subtle for the player to notice.
confidence, however, is something that can be seen/experienced in the game.
what do you think, side?
I love "small" tweaks collections like this (small in speech marks because it probably wasn't small to you!). NPCs Yield is definitely the thing that most caught my eye, but there's a lot of great stuff in this thread. :goodjob:
hey, princess stomper! thanks!
i kind-of try to follow google's mantra of "release early and release often".
so i release small, manageable mods with a tight target. and i build from that.
also, because of that i am saved from the usual occurence of mods not getting to a playable state.
re:
mod setsi now have a few sets that when packaged together give a more "rounded" experience.
i'm sure that if i packaged them properly, i'd be able to release an "overhaul" per se:
e.g.: NPCs yield (already a Survival instincts AI mod) and Wandering encounters (surprise encounters without new spawn points)
and some of the mods have features that can be a mod on their own. but due to its development, have been bundled with another whose name may not suggest it:
Clothing matters has a feature where players can infiltrate the different guard factions by simply wearing guard uniform.
but this doesn't come cheaply: the longer the player impersonates a guard, the more suspicious the guards become.
also, the more complete set of uniform the player is wearing, the longer they can impersonate a guard.
e.g.: a player wearing only a guard cuirass with no matching helmet would look out of place.
add Looting dead guards is stealing and Crime has witnesses, you'll have a different gameplay similar to but different from Reneer's guard overhaul.
(mind you, when i started to build my Reneer-type mods, i was very active in his threads.
and when i found that he couldn't fully address some of the things i needed (especially with Clothing matters), i started to build these.
so, it wasn't as if i tried to underhandedly release these to undermine his.
i even told him that i was building Crime has witnesses.
regardless if you ever get to read this: i apologise to you, reneer, for "overstepping the mark".)
i may, in the future, "pretty-up" (i.e. package, documentation, pictures, etc...) my list.
but i very much doubt it.
unlike some modders, i actually like playing the game.