[RELZ/BETA] Morte in Skyrim

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[RELZ/BETA] Morte in Skyrim

Postby Jac » Sat Oct 11, 2014 9:54 pm

Morte is a floating skull from Planescape: Torment who's hanging out at the Dead Man's Drink in Falkreath. He will follow and fight for you after you've rescued him from an unlife of boredom. He also has some smart ass commentary/flirting based on your gender and who's following you: he'll flirt with Lydia, Uthgerd, and Jenessa provided they aren't married to you. He'll also talk to you about your recruiting Lydia the first time she joins you after the mod is installed.

His home base is the Dead Man's Drink and he will return there whenever you dismiss him. You can move that base via dialogue or reset it back to the Drink.

Because he cannot use weapon or carry equipment, he's set to use his fists as a substitute to biting his foes.

As of version 2.2, Morte now has a skeletal horse he'll ride whenever you are. The horse will disappear when he's not ridding. You can also tell him whether or not to attack your foes on sight and whether or not to engage or stay out of combat.

Installation Requirements

Skyrim version 1.9.32.0.8 or greater and Dawnguard for Morte's horse.

Installation

Currently only manual installation is supported. Just extract all of the files into your Data folder and select the jac_morte.esp in your favorite mod manager.

Updating

Dismiss Morte before you update unless you're using 1.x, then you'll need to delete all of the files in the Data\Script folder that start with JACM or JacMorte. This is so any updates to these scripts won't be overwritten by what's not in the bsa file. Also delete the Data\Meshes\JacMorte, the Data\Textures\JacMorte, and the Data\Sound\Voice\jac_morte.esp folders. You should still dismiss him before you update.

Known Issues

Morte may sometimes attack your other followers. If this happens, open up the console, click on him, type disable, press enter, then type enable and press enter. This should reset his AI and stop him attacking.

Because Morte is essentially an invisible NPC, he'll do the vanilla NPC actions like eating, cutting wood, etc. I thought about removing his ability to do so, but I figured it fit into the overall theme of the mod. If this bothers you, just ignore it.

Vanilla Skyrim doesn't have a way for me to test if Lydia has already been recruited by you. If you want to converse with Morte about her, dismiss her and rehire her. Morte should then greet you and start the first of his two conversations. You'll need to rest to have the second one.

AFT was causing issues with Morte's AI, so I set it up so that AFT would ignore him. You can try AFT's make follower spell if you wish, but I cannot provide support with any issues it causes. Morte should be fully functional without it.

Because Skyrim wasn't designed for NPCs to ride horses, Morte may act strange while ridding. If you have Convenient Horses installed and use horse-mounted combat, Morte will dismount before attacking your foes. Unless I can find a way to include Morte into CH, I can't change this behavior.

Uninstallation

Uncheck jac_morte via your favourite mod manager and delete jac_morte.esp and jac_morte.bsa.

Credits and thanks

Bethesda for making the game.
Cruelflames for the head and original eye meshes.
Chase Johnson for his excellent voicing of Morte.
Drakkmore for Morte's tooth's mesh and textures, the new eye textures, and the horse retexture.
Elaura for her support, helping to beta test, and suggesting new ideas like Morte's eyebrow dialog.
Neildarkstar, Fenrir, and Mr. Shadow for helping to beta test and for suggestions.
Emma, Wolf, and Dova for their help with all of my various questions.
Mofakin for his custom companion framework tutorial.
Nichevo for his companion tutorial, it's much better than the one on the CK wiki.
Raym for providing suggestions for Morte's dialog.
Matt for finding me a voice actor and for answering my various questions about scripts, scenes, and other NPC releated items. This mod wouldn't have happened without his support.
Cansu for the skeletal horse model and original texture.

Version history

2.3

Morte should no loner attack your other followers if they accidentally hit him in combat.
Morte's horse, Bill, should be able to keep up better while ridding (increased his speed).
Set Bill to follow further behind so he won't push you around while you're trying to line up a shot.
Fixed Morte's recall tooth so it will set him to follow properly if you've previously dismissed him.
Added in a missing voice file for one of Morte's lines when you first meet him.
Set Bill to ignore combat. Morte will still likely dismount during combat, but Bill should avoid it unless he's attacked.
Added in a scene between Morte and Brenuin in Whiterun.
Added in additional voice files for Morte that were missing. I swear, I think my HDD is eating them.
Fixed Morte's tooth not setting him as a follower properly if he was dismissed when you used it to recall him.

2.2

Removed Morte from the default follower's faction to prevent other mods from interfering with his AI.
Gave Morte a summonable horse. He should summon and mount it whenever you're ridding and unsummon it when you dismount. It may take a few moments for him to mount and dismount.
Added new dialog.
Added in additional voice files for Morte that were missing. Hopefully I have all of the lines now.
Changed Morte's recall tooth to either summon him behind you or dismiss and send him home.
Added in configurable combat options. You can now have Morte not attack enemies on sight or avoid combat all-together.
Added in two conversations concerning recruiting Lydia. You'll need to rest between conversations for the scenes to activate.
Added in a conversation about a dead dragon after you kill one with Morte along. This conversation should only happen once.
Added idle comments concerning marriage. Take his advice with a grain of salt. Better yet, just ignore it completely.

2.1

Added new dialog.
Added scenes between Morte and various followers.
Added in the ability to toggle Morte's essential and protected flags. Note that the essential flag will overwrite the protected if set to true.
Added in additional voice files for Morte that were missing.
Set Morte's opening dialog to be played more than once if an error occurs when first meeting him. This should only play in the Dead Man's drink if he has never followed you.
Gave Morte the lightfoot perk so he won't trigger traps (hopefully).

2.0

Packaged all of the loose files into a bsa.
Added the ability to have Morte teleport to you via his recall tooth.
Fixed a dirty edit of Jenassa.
Added voice files for Morte.
Added more dialog.
Fixed Morte not greeting the player when they first enter the Dead Man's Drink.

1.0a

Added in additional dialogue for Lydia, Uthgerd, and Janessa.
Fixed Morte not greeting the player properly.
Added in the ability to reset Morte's home base back to the Dead Man's Drink in Falkreath.
Added a sandbox for Morte after he's been dismissed.

1.0

Initial release.


Screenshots
2014-10-11_00001.jpg
2014-10-09_00006.jpg
2014-10-04_00001.jpg
A horse named Bill.jpg
Attachments
Jac_Morte_23.7z
Version 2.3. Read the change log for changes.
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Re: [RELZ/BETA] Morte in Skyrim

Postby Mr.Shadow1234 » Sun Oct 12, 2014 1:41 am

Cheers Mate, lemme buy you a drink :drunk:
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Re: [RELZ/BETA] Morte in Skyrim

Postby Fenrir » Sun Oct 12, 2014 10:25 am

Awesome. Sorry I couldn't have been more help, school's been tiring lately. But I'm glad he's out!
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Re: [RELZ/BETA] Morte in Skyrim

Postby Jac » Sun Oct 12, 2014 10:47 am

No worries. I'm only calling this a beta because I hope to be able to have him approach you in the Dead Man's Drink the first time you see him. The reason his intro dialog is a little wonky is because I removed the force greeting from him until I can get that part figured out. He still works just fine though.
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Re: [RELZ/BETA] Morte in Skyrim

Postby Jac » Sun Oct 12, 2014 6:16 pm

"Lydia, did you know I have healing properties? It's true, just rub my skull all over you and one of us will definitely feel better."
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Re: [RELZ/BETA] Morte in Skyrim

Postby neildarkstar » Sun Oct 12, 2014 8:21 pm

So, I had to start a new character. The last one fell to the cultists... actually a guard who was accidentally hit during the battle did the foul deed. Anyway, my new character is a bit unusual, I call him "Darkbird Gravemaster". he's an unemployed executioner. I thought you'd like a pic of him with Morte:

TESV 2014-10-12 16-49-27-23.jpg


Now for the bad news. first, your file name appeqars to get runcated by Windows 8, it apparently sees everything after the . as a file extension. that means all files are "Morte v1" . A little confusing if you're looking for the "7".

Now for the really bad news. I went to Falkreath, and Morte approached me as expected, but then he won't talk to me at all. No matter how many times I click on him, no dialogue appears. I can't go back to the old version because it was overwritten when I installed this new one, so I'm really curious to know if anyone besides me is having this issue.
"If you want to make God laugh, tell Him your plans." - Movie "Flypaper"
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Re: [RELZ/BETA] Morte in Skyrim

Postby Jac » Sun Oct 12, 2014 10:19 pm

Morte shouldn't have approached you, Neil, because I turned that off due to it not working properly...or thought I did. Anyway, for anybody having this problem: open the console, click on Morte, and type addfac 5C84C 1. That will put him in the dismissed followers faction and allow you to "rehire" him. Emma's going to be sending me something on how that's supposed to work so hopefully the next update will have him start his conversation properly.

As for the file name, there's a space between Morte and v1, not a period.
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Re: [RELZ/BETA] Morte in Skyrim

Postby neildarkstar » Sun Oct 12, 2014 10:37 pm

Jac wrote:(snip)

As for the file name, there's a space between Morte and v1, not a period.


Eh, yeah, but then it continues "Morte v1.7" it's the ".7" that's gone.
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Re: [RELZ/BETA] Morte in Skyrim

Postby Jac » Sun Oct 12, 2014 10:38 pm

Stupid Windows 8! I'll change the filename in the next update. Thanks for the head's up, Neil.
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Re: [RELZ/BETA] Morte in Skyrim

Postby Jac » Mon Oct 13, 2014 12:26 am

1.0a

Added in additional dialogue for Lydia, Uthgerd, and Janessa.
Fixed Morte not greeting the player properly.
Added in the ability to reset Morte's home base back to the Dead Man's Drink in Falkreath.
Added a sandbox for Morte after he's been dismissed.
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