As a mage character I want to be able to light the path not just for me, but for those who follow me too.
My group usually needs both hands when going through a dungeon so torch is not an option.
Wearable lanterns work fine, but that mod is unnecessarily complex for my needs and also uses an equipments slot.
Make a new spell, that will cast candlelight on every member of my group. Immersive!
I actually have a working version of this already, but it only works on members of CurrentFollowerFaction that are in the loaded area and it's limited to 20 actors.
Make it work on actors that are following me.
there is a vanilla script that does something similar, just can't remember which one atmfound it, it's DLC2Book01ScaledAmbushTrigger
Add more conditions.
just so that it makes sense, something like range condition so that it's not cast on actors that are on the other side of the cellI moved the conditions mainly to Aliases as checking actors in the cell through script increased execution time quiet a lot
Create a tome and add it to lvled list.
Re-do the way the actors are stored.
right now it uses 20 pre-made aliases, make it flexibleupped it to 50
Make the effect cancelable.
- like.. if it's still active and you cast it again, remove the effect
- this would probably be optional for those who don't (or can't) use SKSE
- option to control duration of the effect
- option to control color of the effect (not sure if possible)
- option to control whether casting the spell again while the effect is still active cancels it
- list of currently affected actors perhaps?
Many player homes are available right after you install them. You get them for free. This would change that by locking their entrance and the key being purchasable from a new trader - Estate vendor.
I still don't know how to approach this, every player home I'd want to include would need it's patch, or I could make them a soft requirement, but the idea is to make it as easy as possible to add more.
Hearthfire Children Grow Up - Continued
I like the idea of this mod but it's strictly limited to base game children so kids from mods like Being Female or Fertility that allow you to actually give birth to children, aren't affected.
Thoughts on implementation:
- it should be flexible = the dialogue should appear if the actor is from a "your adopted kid" faction
- drop the cell with pre-made actors and rather right away spawn them
- I'll probably have to create a bunch of template actors the mod will use to spawn an adult version of a teenager to prevent black face bug
- make sure what happens when the teenager is disabled and his adult version is spawned = do they still count into maximum number of children I might have or would it make room for more (imagine unlimited followers with this )
Help Old Lady
This is a little quest project I started to thing about about two years ago but never did much about it.
The quest would be SFW with optional NSFW expansion.
The plot would be about helping old lady find her granddaughter (SFW) and getting into trouble doing so (NSFW)
I've put together some dialogues and found a nice place in game world this would take place, but nothing more. It needs a lot more work before I could call it at least alpha and I just don't have enough time and motivation to do it.
I imagine something like the guild in Goblin Slayer, a place where adventurers go to take on quests, something like what The Notice Board, or Missives does, just more social. I wanted to make something like this for a different reason though.
I like having many followers so that I can populate my homes to make them feel more alive. With the number of follower mods though, vanilla game inns get cluttered with NPCs pretty fast.
So the main purpose of this mod would be to place a few Adventurer's Guild outposts around the world. The buildings would be basicaly like inns with redecorated interiors to go with the theme. Here, the many followers from various mods could have their starting location, waiting for adventure.
Phase 2 would be to implement some kind of a quest system like the ones in The Notice Board or Missives.
The player would be offered a temporary companion from one of the adventurers, who is also looking to team up. Technically it would be random, I said that to add some RP flavor. Also, if the player and their companion sucessfully return from the quest, the companion would become available as a follower
Phase 3 would be to connect it more with villages so that the player would perhaps need to investigate a bit to understand what the quest is really about, ask around the village, talk to the inkeeper, scout the surrounding area for clues perhaps?
But as I am reading the above, and given my laziness and skill with CK and scripting, I'd be probably able to finish just Phase 1.
Hearthfire Dungeon Addon
Already existing mod, I'd like to move it a bit in CK to make it compatible with other popular cellar replacers/extenders.