argent77 Posted October 30, 2021 Share Posted October 30, 2021 1 hour ago, InKal said: Speed up party outside of combat is a lifesaver! Any chance for Grey being affacted while he is just following you? Familiars as well as a selected number of followers will be included in the next release of the mod. Quote Link to comment
subtledoctor Posted October 31, 2021 Share Posted October 31, 2021 Has to be added by name/whitelist? I would hope it could be done programmatically, searching for some aspect of their .cre file that identifies them as familiars... if I ever find the time/motivation to convert Find Familiar to a spell anyone can use, it would be nice to enable inclusion in this sort of thing without requiring a Tweaks update. Then again that will probably never happen. And, as I think about it, it would probably be reasonable to just give familiars double movement speed all the time... Quote Link to comment
argent77 Posted October 31, 2021 Share Posted October 31, 2021 9 hours ago, subtledoctor said: Has to be added by name/whitelist? I would hope it could be done programmatically, searching for some aspect of their .cre file that identifies them as familiars... if I ever find the time/motivation to convert Find Familiar to a spell anyone can use, it would be nice to enable inclusion in this sort of thing without requiring a Tweaks update. That's probably possible, but a very time-consuming task. The mod would have to scan all scripts and dialogs of the game for hints that a creature can be turned into a familiar. One challenge I can think of: the mod would have to detect dynamically assigned creature scripts and match them with the right creature. It would still not cover all use cases (and installation order would become relevant.) For example, golems of the Golem Construction mod use identical script names per golem type. In that case only the first (or a random?) instance of the respective golem type would be affected by the speed boost. Quote Link to comment
Christian Posted November 2, 2021 Share Posted November 2, 2021 (edited) I have a feature request regarding NPC-Quest trigger timers. What I mean by that is the time needed for a companion to be in your party until the Companion quest starts. Something similar like banter accelaration or romance speed up. Jan for example needs to be 15 days (according to Wiki) in your party for his questline to start. Unless you spam rest it is almost impossible to start his quest before leaving for spellhold excption being maybe your first playthrough, when you don´t know what to do. edit: Just seeing, that some quest timers are also quite extensive. Like Anomen Knighthood test decision takes ten days. I know this involves bureaucracy and is only realistic. But some players may not want it to be that realistic. Edited November 2, 2021 by Christian Quote Link to comment
CamDawg Posted November 8, 2021 Author Share Posted November 8, 2021 Linking this here, so I won't forget for future versions. Quote Link to comment
Guest Morgoth Posted November 18, 2021 Share Posted November 18, 2021 Hello, would it be possible to add a tweak that forces only one quicksave in EE? Quote Link to comment
Guest Morgoth Posted December 3, 2021 Share Posted December 3, 2021 Another request: I play no reload, would it be possible to add the old stealing behaviour to EE? Quote Link to comment
Guest Morgoth Posted December 8, 2021 Share Posted December 8, 2021 Can you add a tweak to disable slayer 99999 dmg effect if you stay too much in slayer form? Basically, preventing the damage from happening at all. Also, would it be possible to make it compatible with Ascension new slayer forms? Quote Link to comment
Guest Morgoth Posted December 11, 2021 Share Posted December 11, 2021 I dont even know if it s possible, but can you add a tweak that disables pausing while browsing the inventory ? It would be very cool. @Bubb, you think such a feature would have to rely on Eexx? Quote Link to comment
Guest Morgoth Posted December 16, 2021 Share Posted December 16, 2021 Would it be possible to disable the endless spawning when you explore a place? I'm not referring to the exploring when you come back to the place. I'm referring to the various instances where you explore a map, kill everything alive on the map itself, but if you just move a bit with your characters and go back to the portion of the map you just explored, you find once again X npcs trying to kill you. These npcs just spawned out of thin air, they should not be here because I explored that area 30 seconds ago. Quote Link to comment
Jarno Mikkola Posted December 16, 2021 Share Posted December 16, 2021 1 hour ago, Guest Morgoth said: you find once again X npcs trying to kill you. These npcs just spawned out of thin air, they should not be here because I explored that area 30 seconds ago. I am thinking those "npcs" are actually monsters, like Orcs or Goblins and the like. Not Non-Player-Characters, aka city guards, and named characters and other friendly (blue circled) NPCs. Quote Link to comment
Guest Morgoth Posted December 21, 2021 Share Posted December 21, 2021 Another tweak: whenever you die, it instantly brings you to the "load game" or exit menu. It would be cool if that could be removed permanently/or the time before it appears could be made longer so I can check what killed charname. Quote Link to comment
Guest Morgoth Posted December 21, 2021 Share Posted December 21, 2021 Would it be possible to add a longer death screen, so I can actually check the log before being forced to reload due to charname death? Quote Link to comment
Jarno Mikkola Posted December 21, 2021 Share Posted December 21, 2021 2 hours ago, Guest Morgoth said: Would it be possible to add a longer death screen, so I can actually check the log before being forced to reload due to charname death? Definitely yes. There's a tweak that removes the player character dying ending the game, just add an autopause and timer that then triggers the cinematic. Or you could just load the game from that auto pause screen... Quote Link to comment
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