Okay, first, this mod has been in the works for a long time, but I've never had the time to get involved in the forums.
I've taken this thing up again, and am nearing a point where I can release a beta (probably within the next 2 weeks maybe sooner)
Firstly I'd like to acknowledge content that I've included from other mods/addon's, for which I'm very thankful for their efforts!
Bethesda for the greatest, most replayable game in history.(Trib/Bloodmoon REQUIRED)
MWSE- for expanding the possiblities of Morrowind. Without it so many of my ideas could never be!
Fliggerty-Universal Companion Share -(NOT Required, but is compatible) while the mod isn't included, I want to thank Fliggerty for the ideas I got from his scripting !
Namingway-Villa Ascadia- (because I like it! and plan to implement it into the unification effort if I can get permission)
The "included" list may change and has already. Check back here for requirements.
Features currently working and implemented:
1.)Automatic NPC marriage (Npc can tell you who they are married to)
2.)Automatic NPC childbirth for married couples
3.)Automatic divorce (cannot group a married npc without them divorcing or their spouse dying)
4.)Child-Teen transformation (retains name and id's etc)
5.)Children know who their parents are and remember this info (might go deeper with family tree)
6.)Toddlers cannot join group, and will disable if weapons are drawn
7.)Player can marry and also have children
You can name your own children
8.)Companions will automatically gain skill/level increase based on what armor they have on and what weapon they have equipped.
9.)Companions will spar with player (skill increase also occurs in sparing)
10.)Companions will go into "Camped" mode and remove their armor while they rest and heal up.
11.)Companions will automatically go with you when you cast any type of recall spell (divine intervention/recall etc.)
12.)Portals added in Vivec and Mournhold allowing companions to "cross over" with you.
13.)StrongHold portals fixed in game allowing you and companions to travel by them (DONT USE MASTERINDEX)
14.)Random quests given by NPC in Vivec to random cell from every accessable indoor cell in game.
(there will be more "types" of quests added to this kidnapping, murder, robbery etc) this is for good guys.
15.)Traders give you their "barter gold amount" if killed
16.)If a companion dies, you receive (atm) a "Revive Token" which if placed in Companions inventory, they resurrect
completely ready to go ( don't forget to get their inventory first!)
17.)Most NPC's if killed, are "res'able" and will join your group if you resurrect them with a "Revive Token"
18.)Leatherworking- From hides gained from various creatures, you can make leather, and then make armor.
This skill advances with use, which enables you to make better leather armor.(and use higher grade hides)
19.)Blacksmithing- From stone gained from the mining skill, the player can smelt metal (from the smelting skill)
which can be used to make armor and weapons.
This skill advances with use, which enables you to make better metal armor and weapons from higher grade metals
20.)Mining- This skill allows you to mine from rocks (certain ones) which can be used in Smelting metal ore
This skill advances with use to mine higher grade ore
21.)Smelting-This skill allows you to use ore from mining to make different metals for use in Blacksmithing
this skill advances with use to make higher grade metals from higher grade ore
22.)Lumberjacking- This skill allows you to chop wood from trees (different types of wood) for use in fletching
this skill advances with use to allow lumberjacking of different types of trees
23.)Fletching- This skill allows you to make bows and arrows and lumber out of chopped wood from lumberjacking
This skill advances with use to allow you to make better and more powerful bows and arrows.
24.)Guards to arms! - if attacked, a Guard will summon more guards to help him.(depends on the size of your group)
If you come in to a town with an army, and attack a guard (unless he attacks you first) be prepared to take over that
town . Be warned!
25.)Capturing a town- if you successfully take a town over, their guards will not be there but replaced by yours, but
If you don't successfully defend the town, you will lose it, and the old guards will once again be there.
26.)more of a caution.. you CAN kill essential NPC's without it saying so, but be warned.. do it at your own risk.
No NPC's are marked essential (nor creatures) EDITED: if this remains, there will be alternative ways to complete
the "OLD" main quest. I won't leave any game killers (intentionally! :mockery: )
27.)All NPC's scripted -well, pretty much all. Only uniques and certain quest NPC's are unchanged.
this means that in someway (various means) any NPC can be made to join your group , or marry, or any other
companion feature of this mod.
28.)Companion meet me! - Tell your companion to meet you later at a number of specified locations. They'll be there.
29.)Disposition system- Players you aren't intimately involved with will max their disposition at 76 (currently)
You must please NPC's by giving gifts, persuasion, etc, and with every Item you give (or take away) their disposition
will change. (based on companions minimumprofit variable) Their moods will go up and down, and vary. This will
affect dialogue reactions.
EDIT: I may move this to a MOOD variable instead of disposition for compatibility *****
There are a number of features I've started but not fully implemented yet. When I weed those out I'll update this list.
I'm wrapping up some additions to several of the listed features, and when I'm happy (HAH) with what is currently in, I plan to offer up a Beta for download and hope some will be interested in testing the current mod.
Yet to do:
Finish the scripting for town capture (not every town is included yet)
Finish the town capture battle scripts
Finish the town capture defense scripts
Both of these will take place (probably) in a new cell separate from the original.
Do alot of journal work as this will all tie into the main script at some point in the players game.
Grouping of companions (group leaders etc, companions follow their group leaders. Still a little more work to do on this)
Undecided whether to remove skill/level cap for npc's and Player.
Tweak the magic skill increases for companions.
REMOVE the skill/level increase from non-companions. Currently all opponents also gain skills/levels while fighting them!
Do a bunch of Dialogue work.. (bleh! I'd rather be scripting!)
Ideas for tying the unification into the main script while keeping LORE are welcome.
Ideas for other features or changes to features are welcome. (if its possible, I'll try to script it)
Ideas for different name for MOD also welcome!
Files for testing: These are NOT the main mod, but individual features. Test them, use them, whatever.
Feedback Please! Note that these files include just the basic functionality of the actual features!
TESTED on 1.14ghz AMD Athlon/1.25gb RAM/BOTH 128 GF5200 & 512 GF8400 same speed on video cards.. Processor is maxed!
Download them here
These require Tribunal(BM for Random Quests) and MWSE to work... Might work with saved games ( does for me, but who knows!)
See Arrile in Seyda Neen for fletching kits ( they look like probes.. im working on it!) and for a wood cutters axe.
Chop pretty much any tree on the main island.
http://www.mediafire.com/?2xrh8884r4x4qd8 Requires Trib/MWSE
see Arrille in Seyda Neen for wood cutters axe/fletcing kits .. +1 kit requires fletching skill of 20
http://www.mediafire.com/?8b608ig3e3145a8 Requires Trib/MWSE
(remember the companion recall is Automatic in the main Mod when a recall type spell is cast. This is for testing)
http://www.mediafire.com/?oxhwa8qelnlw761 Requires TRIB/BM/MWSE
Random Quests- Visit Arrile in Seyda Need to begin. Should work with Saved games, but may not. Once you reach the quest destination, the actual thug scripting is really crude atm. Give them some time and they will start appearing. Still work to be done on that part and the locations. Talk to the quest contact again after you're done for further instructions.