Well, I think I've finally finished a releasable version. Once "The Request Mod," then "Living NPCs" for a little while, and now "NPC Functionality," whatever the name may be - this project of mine has evolved from simple ideas into an ambitious project to cover every plausible aspect of generic NPC interaction with the player. So, without further adieu:
FEATURES:
The Request button: A dialogue topic that allows the choices listed here:
The outcome? The NPC will follow you in curiosity. Wont make much of a minion though, since he/she will most likely run away when you or her come under attack by something. This makes for a crude simulation of morale, or lack thereof, depending on the NPC's profession and skill.
2: Stay here. --- You tell them to stay. If they're following you, they'll take it one way, and stay. If they're not following you, they'll take it the other way, and assume you mean for them to literally "stay here." Again, the responses you'll receive depend on a large variety of things.
3. Please move. --- You know how NPCs always get in your way? Well, you can ask them to move now.
4: What is the date? --- You can ask an NPC the date. It is provided lore friendly. Example: "Mid Year, day 13, 3E483." You wont really find anyone who doesn't know the date, except slaves, really.
5: What time is it? --- "It's just past three thirty in the afternoon." There is statistically a one in four chance that the NPC "wont know the time." You could nag them for it by repeating the dialogue box if you really want to. Up to you.
6. Can you lend me some money? --- You can ask your friends to borrow a few coins for that silt-strider ride or that shirt or a bottle of mazte or whatever. You can ask for 10, 25, 50, 100, 200, 500, 1000, 2000, 5000, or 10000 gold. If they actually have that kind of money on them at the time, receive promise that you'll pay them back, and like you well enough, they might lend you some money. The higher sums of money will be expected to be repaid, possibly with interest - and they WILL remember!
7. What is your best skill? --- The NPC will tell you their best skills, in a roleplay-friendly way. Often times, their skills will just reflect their class. Naturally, commoners are not really skilled at anything, but good at a number of things. Archers will have a higher skill in archery than magic, but not always true. This is stat-based, and useful for judging what role a particular person would be best at in your party, and assign them accordingly.
8: Who do you serve? --- Asks them the faction they serve. Rarely will they refuse to tell you, unless they hate you. Members of the Morag Tong and such will not answer this. Well, they will, just not with the answer you want. This is really only useful if an NPC has specific dialogue covering up their usual "background" responses, but you want to know what group they fall under.
9. Do you know any useful spells? --- Finally, a mod that lets you ask your mage-friends to cast stuff on you! Depending on the person's class and disposition, they can cast a multitude of different spell effects, for or against your (or their) convenience.
10: I need you to guard this position. --- Tell them to keep guard. This will make them stop following you, and guard instead. They'll fight your enemies and guard the position. Useful for stationing NPCs in key positions or setting up an ambush or to cover a retreat. You'll probably scare commoners if you ask them to guard anything, for they'll be drawn to the conclusion that someone is about to attack them!
11: If we get in combat, I need you to fight melee. --- This tells the NPC to fight close quarters, should you experience any violent encounters. Unless they are guarding or following you, you'll probably confuse or scare them. If the NPC likes and trusts you enough, they'll refrain from using any magic or projectiles until ordered therwise.
12. If we get in combat, I need you at a distance. --- When asked, the NPC will inquire as to what you wish for them to do (provided they trust you). You can tell them to avoid combat altogether and keep a safe distance, fight from a distance using magic or projectiles (if they have them), or stay back and provide healing. Only one NPC can be selected as the party healer at a time (I will probably change this later). If chosen, and they have the magical ability to take up the task (they will tell you), then they'll avoid direct encounters if possible, and send healing to you and anybody adjacent to you when your health plummets beneath 40%. They'll send MessageBox dialogue when they have run out of mana.
13. If we get in combat, fight with what you're best with. --- This will cancel all special combat orders and allow the NPC to make their own decisions with combat, weaponry and tactics.
14. I need you to stay out of combat. --- The NPC will run away or simply not participate, in case of violent encounter.
15. If we get in battle, don't use magic. --- Say you happen to raise an army of elite Telvanni battlemages. You don't want one person's lv. 999 Spirit Bomb to destroy your entire force, themself, and you, in one attack aimed at the single retarded cliffracer that bombarded the captain. You can now tell any mage-type NPCs to refrain from casting if safety becomes an issue.
16. I need you to use magic in combat. --- Tells them to use magic. Sometimes useful, sometimes not, depending on your tactics, positioning and group size.
17. Try to move quietly. --- The NPC will sneak if they are following you or set up to guard a position. If their illusion skill is over 50, they will use their magic to assure they go unseen. Asking this of NPCs not following you is likely to confuse them.
18. You can walk normally now. --- Tells an NPC to stop sneaking. Because this can be potentially quest-breaking, I've added checks to assure the NPC is following or guarding for them to do so - otherwise they'll just get confused.
19: Nevermind. --- Self explanitory, it tells the NPC you've changed your mind. I even have random responses to this, and even split them by disposition and the random variable. "Okay %PCName.. but don't be afraid to ask something of me.." At 90. "Eh.. whatever then." At 27.
Well, there you have it. Almost everything you could want from a normal companion, yes? I've tested this thoroughly, and it is now possible to lead tactical assaults on towns, effectively clear dungeons, assign "team archers," "team warriors" and the "team healer," so that the entire group works effectively as a team, and not a rabble. However, the pseudo-morale prevents a home-grown militia to overthrow MCA-Ebonheart+Guard Addition. Don't try it, the legions will crush you, and you'll find your "army" would never fight as effective as trained soldiers. NPCs will also follow orders without question if you outrank them in any faction. Inversely, you'll find that an army of trained warriors, such as the legion soldiers you outrank, or members of guilds, are more likely to stand and fight for you, and batter a path through your foes.
But wait, there's more!!! :shocking:
More dialogue topics:
"I apologize." Again, inspired from a mod, though I added a lot more responses and disposition gains. Basically it allows you to apologize to NPCs, for something you did or didn't do, and hope to get a little disposition gain. You can't apologize up to 100, so don't even try it. It's just to gain a bit of a foothold in your manipulation. Or friend making, however you view it.
"Here's the money I owe you." Allows you to pay an NPC back the money you borrowed, if applicable.
All the above dialogue is sorted for Khajiit-talk, faction responses, randomized and in some cases, disposition and class.
But that's not all!!! :shocking:
The reasoning behind the mod name here is not just a more lively NPC "team," but some subtle changes to their interactions to the world around them.
NPC mages who like you should heal you upon approach (real time) if you're hurt.
NPCs speak voice clips more often, which makes them a tiny bit more lively. Some voice clips "broken" by random100 being at "==" and not "<=" have been fixed.
NPCs will detect murder apart from other crimes. GMSTs tweaked to allow for greater shock and reaction to murder - NPCs should run away a lot when it happens, now.
Post bugs or requests here and I'll fix them for the next version. Enjoy.