This is a module I've been working on for some time and is the biggest thing I've ever done. It started out as a simple house and companion plugin, but has evolved into something more due to suggestions from Waalx. It's been a learning curve in places, but I've learned a lot in the meantime.
It's now complete as far as I can take it, but I can't officially release it until the next version of WAC is ready. Waalx has made a number of extra files for this plugin which will need to be added to the next ESM and BSA.
However, if anyone is interested in having a preview I would appreciate some feedback. Just keep in mind that the extra files will need to be removed when WAC is updated if, of course you wish to continue to use this mod. I've sent the link to Waalx as well.
***Please note these extra meshes and textures fall under the same rules as WAC and must not be used for other projects without permission from Waalx. The texts written by me are not to be used anywhere for any reason without asking me first.***
LINK:
Removed.
***I don't think it matters where this is loaded as long as it's after the WAC esp, although I have it last mainly because I've been working on it.
I also want to thank "washington" and "kschenk" for helping with scripts. However, that portion of the mod has changed and those scripts are not used now.
Thanks to Waalx for making the extra files and offering suggestions for this plugin, even when I kept changing my mind about the story etc, etc. Especially since this wasn't the original intention.
SOME DETAILS:
WARNING - Here comes one of my usual essays when describing my mods. There is no Readme with this file though. I'll write a proper one when the time comes. There is a screen shot of the location included but the quest will show it anyway.
1. You will receive an initial quest message on loading the game with this plugin enabled and another when you attempt to enter the house. The map marker is disabled, but visible, so you have to go there before fast travel is enabled. From then on the player has to discover everything for themselves. No clues are given and the local map won't help you. Look carefully at everything and everywhere.
2. There are a number of books and notes which tell the story of the events that have happened in the past and a couple of which will affect you. If anyone has comments regarding grammar and consistency of the story I would be happy to hear them. After all, I know what's going on, but the player doesn't, so I need to make sure it all becomes clear at the end.
There is currently one book without text as yet, and I may need to add another depending on how further developments with the story. These are the Cypress House Journals.
NOTE: This is a horror story and will be under revision until I can properly release the mod. So some things may change...again...but only in the texts not the mod content itself.
3. There are three animal companions, two of which can be used from the start after you arrive at the house. One may wander up the hill or behind the house as soon as you arrive in the cell.. Just look around, he shouldn't be far away. The last will appear later on. Other creatures also live in the house, but are not companions. One of them can be activated though.
Notes on my companion system:
* I don't use menus for my creatures and never will as anyone who uses my other released mods already knows.
* They have good AI and will not get stuck or lost, except maybe in some small corridors in dungeons as many other companions do. This is usually in Ayleid ruins with very small corridors, however if they do get stuck in a wall they will free themselves and teleport to you.
* There are some doors they will not follow through. These are usually quest related. Otherwise, they will open doors on their own (not loading doors) and will follow properly on fast travel. They have an Intelligence of at least 30 to enable this, otherwise companions will not follow through doors and can be problematic on fast travel with low Intelligence. This also helps with climbing stairs, although some stairs are still too big for them to climb so they will also teleport to you if they get stuck on them. An example is the IC Waterfront. It seems a bit odd to me that a medium sized dog or big cat can't climb any size stair, but that's how the game works as far as I know.
I haven't tested them with Oblivion Gates because I don't do the Main Quest any more and I loathe OB Gates for their lack of variety etc. If in doubt, tell the companions to Wait before entering, Summon them to you and activate them to follow. Do the same before exiting the Gate. Obviously they have no inventory to worry about so they can't be reset.
* When Activating them the first time you will receive a Summon spell just in case of the above rare situation or if you've left them somewhere and want them with you. This also motivates them to follow you. Activate again to Wander and wait for you and visa versa. In Follow mode they will take care of their own AI and in Wander mode they will wander the area until you need them again. They have a fairly wide Wander range so if you can't find them use the Summon Spell. They will defend themselves if attacked while waiting in a non safe area.
* They have a sneak component in their script so if you sneak, so do they, although, of course you won't see them actually sneaking and I don't add Chameleon for effect.
If you sneak in a dungeon, for example, you won't be detected because of the companion and they will not attack, UNTIL you are detected, so a lot depends on your own sneak skill. If you're not sneaking they will attack as normal.
* They are Player Owned (except one in this mod, so be careful. It's for a reason) and in the Player faction, so will not attack friends or yourself. If you attack guards or other normally friendly or neutral NPC's they will defend you though. Each has their own Healing Ability, but is not overpowered. They can still be knocked unconscious easily. They are also Essential because I don't see the sense in having a mortal companion that is killed on the first lethal encounter. One has a nasty touch spell for defense and they all have Resist Magic and Resist Poison.
I did this because I've found that some poisons and spells (weapon enchantments) can permanently damage their stats and cannot be fixed without disabling the mod, making a clean save and reactivating it.
An example is when one of my other companions was hit with a sword with Damage Speed a few times so that he started to run as through molasses. (This has happened with other mods, not just WAC.) I had to reboot the mod to fix it and added the resistances after that happened. They are now 100% resistances, but this is offset by their lower healing ability.
The poisons in WAC are pretty strong so I have made them fully protected against poison and magic, especially since this mod also adds a house. You don't want to have to remove all your stored gear and have to do it all over again. I know I wouldn't.
* I've had trouble with the custom sounds for one companion and there is an extra file included but not used at the moment. I'll keep fiddling with it to see if I can get it working properly. The custom Idle wants to overlap the Aware sounds so they both play at the same time.
4. All pathing has been adjusted inside and outside the house and surrounding area and should be fine for NPC companions. I don't use any so I haven't tested this either.
5. There may be a slight incompatibility with Unique Landscapes in the area. I had to raise and lower some of the terrain land between and around the house and the boatshed. I also don't use the UL mods so I can't make patches. (Don't get a lot of time to actually play so haven't tried them yet.) I also moved some rocks out of the way.
6. I use Qarl's Texture Pack 3 Redimized so some textures may look different in my screen shots than in your game.
7. Certain Enchantments and spells may need adjusting. My imagination lacks a bit here. Maybe under or overpowered???
![Dunno :-o](./images/smilies/dontknow.gif)
8. All containers and cupboards etc are safe and will not respawn EXCEPT for the food (Pantry) and drink (Beverage) storage cupboards. I have pre-stocked them and others for you. If in doubt put an item you don't care about in a container, wait for however many days your respawn is set to, default 3 days, and see if the item is still there. I have checked numerous times to make sure though. All containers in the stable and boatshed WILL respawn.
9. One particular issue for lower end systems may be some of the lighting. I've made a few adjustments, but if anyone has a problem let me know and I'll see if I can do something more to reduce it. I prefer real lights to the fake ones though and there is an inbuilt solution which should help.
EDITS made to this post re testing. It's not ready now and have to make some changes.
EDIT: New images as of April 24 2011. No spoilers
![cheese :cheese:](./images/smilies/04.gif)
![Image](http://i112.photobucket.com/albums/n185/maigrets/Cypress%20House/House2.jpg)
![Smile :-)](./images/smilies/dancer.gif)
![Smile :-)](./images/smilies/dancer.gif)