I was thinking something similar to NOM's drunken feature - could that be switched to match a "You are sick."/ "You have a deadly infection!" type deal that sticks around for awhile, even after you take the cure? If Blight is as feared as cancer, why shouldn't the cures for it be detrimental to your body, like chemo or something? Maybe a little extreme. drop potion!" and it's gone, especially Blight. Caught my attention right away.ġ - Disease should not be as easy to get rid of as "Click. I'd say keep that title, Of Ash & Blight.
Would I need a separate activator for different NPCs or could I just make one to govern, say a city? I don't want to add script to the individuals themselves, as you understand.ĭo a lot of people still use LCV? Just throwing that feeler out there. You mentioned using a hidden activator to add the helms. But I don't know about disabling them altogether. Yet, I am one of those people who doesn't use LCV because I really find it irritating that an NPC isn't right where I expect them to be when I'm doing a quest. It would not be a difficult matter to place a script on a hidden activator to add one such 'helm' to an outdoor NPCs inventory (and perhaps tweak the appropriate armor skill so they will equip it). Velothian_helm (same model as chitin_mask_helm)Įven the morag_tong_helm looks suitable for the task. We use the official netch_leather_boiled_helm for the protective headgear, but there are other options in the standard inventory: They will wait out the storm in town, however they do not seek shelter indoors. Both travelers are scripted to return to the nearest destination of their route unless they are already well out of town. I used the same strategy for the new traveler Ashar-Mat out of Maar Gan. In the original Traveling Merchants, Ghan Buri Ghan scripted Hamoubil Hamzanubai out of Ald'ruhn to equip headgear whenever an ash storm arose in the wastes. A few outdoor NPCs do allude to the weather in their greetings. The idea to incorporate schedules for NPCs (including weather accommodation) has been considered by us, but it is more than we can take upon ourselves at this time.
I do not see a problem for LGNPC mods other than the same issue for any official or unofficial quest NPC not being available to the player when expected. You may want to manage it in a way that will not have NPC's disappearing and reappearing before the player.
Your mod could merely disable NPCs when the change of weather occurred and it might not otherwise interfere with their LCV schedules. I do not think that Living Cities of Vvardenfell makes any accommodation for the weather since the scripted schedules cannot be synchronized with the change in weather.