MentalElf's Mercenaries
I started this mod as a result of wanting to provide improvements
to companions. This mod is intended to be a useful and exciting mod
for players, and a resource for modders.
Mostly this mod is intended to have the most playable, bug free fun
of any companion mod, with regard to fighting and staying with the player.
I realize there are a ton of great companion mods... but there are
often problems. After all it was those companion mods that inspired
me to do this...
Buy the merc(s) you want from merchant Esther in the Imperial
City Aboretum. If a merc dies, return to Esther to buy a resurrect.
When you purchase a merc, a contract is provided. If you don't
have the contract in your inventory the merc will not fight, follow,
or even wander around, he will stay put. Also, if the contract is
in your inventory and you activate "Esther's Mercenaries" quest,
the merc for that contract will be indicated on your compass
and map.
Mercs for sale:
Dog
Wolf
Bear
Barbarian
Archer
Mage
You may buy one of each.
COMPANION FEATURES:
INVENTORY... You have access to
the companion's inventory at all times.
FOLLOW/WAIT... The companion
will follow and fight if you have his contract
in your inventory. If not, he will stay put
and not fight.
COMPASS/MAP... if you have his
contract in your inventory and the
quest "Esther's Mercenaries" active,
the merc will be indicated on your
compass and map.
FIGHTING... The companion has
the same intelligence or AI that the
War Summons do (will not attack player,
will not attack those friendly to the player,
will stop someone friendly to the player
attacking them).
DEATH... These companions
do die. In other words they
are not marked as "essential" beings
in the Construction Set so they can't die. If your
merc dies, you can go back to
Esther and pay her to resurrect it.
LEVEL UP... The companions
level up with the player, the creatures
(dog, wolf, bear) are player level +3,
and the people (barbarian, archer, mage)
are at player level +6.
NEW COMPANION FEATURES:
WARP... Unlike stock companions these mercenaries
will follow you ANYWHERE! If the dungeon door does
not bring companions (for example taking a Sigil Stone) then
the companion will be WARPED to you!
AUTO ITEM BACKUP... crossing over into Oblivion
and coming back? You need this! Stock companions
have all items reset to start when this happens!
If a merc's items are lost they are automatically
restored from a hidden backup.
CLOSE WANDER... when close to you, your
merc(s) will walk and talk, rather than stand still
and stare! This gives a more lively companion.
DAILY FEES... Every day you must
provide for your mercenary or set them
free / dismiss them from service. Pets
require a "Merc Pet Treat" (10 gold each).
People require their level in gold. If for
some reason you are forced to let them go
(you do not have anything to give) you
can purchase the merc from Esther
once again (they will still have any items
you had put on them). In addition, when you pay or feed your
merc it is cured of any disease, and all
it's attributes are restored.
MED PACKS... Purchased from Esther
for 100 gold each, using a pack will restore
your most wounded merc to full health.
Note: there is a warning when one
of your mercs is "severely wounded"
(reaches 35% or below health).
Thanks to the Beta Testers:
Firefurry
jcjcjc
thwhi
Reinhart Menken
MystykStar
invader13
DanSch
reallybigjohnson
fallen
NOTE: Dropping a contract on the ground is
the way to stop a mercenary from following
you and fighting for you.
|