About this mod
Adds a dialogue option to the Old Orc to recruit him as a follower.
- Requirements
- Permissions and credits
-
Translations
- Mandarin
- Italian
- French
- Changelogs
- Donations
This mod adds a persuade dialogue option to the Old Orc (the one you encounter along the road and is looking for a Good Death) to recruit him as a follower, so he can find a good death when he joins you on your travels. (Average persuasion check, requires 50 speech)
In addition, this mod does the following:
- Renamed the Old Orc to "Dolug gro-Bambush".
- Made the Old Orc a unique, non-leveled NPC.
- Changed the inventory of the Old Orc.
- Makes the Old Orc an actual existing ref, rather than being spawned through an alias.
- Added option to set minimum level for the Old Orc to show up. (see Customization)
- As the Old Orc is no longer a leveled NPC, I tweaked his stats.
- Once you have killed the Old Orc, or persuaded him to become your follower, you will no longer encounter him randomly.
- If you dismiss the Old Orc as a follower, he'll go to Bloated Man's Grotto, where he can re-recruited.
The dialogue option to persuade him will show up after telling him "You don't look that old to me. Certainly you're still a strong, capable warrior."
If your level in Speech is too low, but you still want to recruit him at some point, don't kill him and just leave him be. As long as he's alive, he'll have a change to show up later in your playthrough, at which point, you might be able to persuade him succesfully.
Customization
You can change the minimum level for the Old Orc to show up, by using the following console command:
set ANDR_WE24OldOrcLevelReq to X
Whereas X is the mimimum level required for the Old Orc to show up. (default is 5.)
Compatibility
I've added a patch for my other mod, Default Face NPCs Fixed.
There's also a patch for A Good Death - Old Orc's Various Opponents.
This mod is not compatible with Real Old Orc.
FAQ
Q: ESPFE?
A: Yes.
Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.
Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.
Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)
Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.
Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.
Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.
Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.
Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)
Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.