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Daedric Doppelgangers will be included among the creatures added in my update for 'Senseless Random Encounters' or 'SRE'. They will provide an opportunity that I have always weirdly wanted in my games... to have hostile versions of otherwise friendly NPCs. Doppelgangers will be wearing a random assortment of heavy armour and will have a "?" at the end of their name. They will be randomly encountered on roads and will only fight if you invade their personal space. They're meant to be a kind of Daedra, so they follow the theoretical progression of a Dremora boss NPC, if Bethesda had thought to include them. This means you can fight Ysolda? at 5 levels of boss tier strength. As of this writing All spouses, merchants, Jarls, faction and quest NPCs have these 5 doppelganger duplicates, so they currently outnumber the zombie variants in my 'The Unbidden' mod.
The way I've designed them means these NPCs should be compatible with any NPC overhaul you can think of. These NPCs are templated to copy the appearance of the vanilla NPC they are derived from, so it would follow that the facegen data is also reused.
5 comments
Can there be some distinctive sound or music cues that go along with them? I ask because it's so common for NPC to randomly aggro when a script goes wrong or you accidentally do something that slightly damages them. A lot of us are accustomed to seeing an aggro NPC and immediately loading a savefile because it means something went wrong. An auditory cue that something interesting is happening would alert the player that this isn't just a malfunctioning script.
Terror Night or Nemesis or one of those other stalker mods has a creepy music that follows the stalker.