Post by Jac on Oct 12, 2014 18:19:08 GMT
Grab him here:
Wolflore
The Assimilation Lab
The Nexus
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
Notice to Amazing Follower Tweaks (AFT) users! You may need to dismiss Morte before you update. You can set his home to wherever you're currently at so you can easily recover him, but I cannot guarantee there won't be any issues if he is managed by AFT when you update.
If you're using 2.x, just overwrite when prompted. If you're using 1.x, 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.
Known Issues
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 and both he and his horse will attack your foes. Unless I can find a way to include Morte into CH, I can't change this behavior.
Morte's second conversation about Lydia may not appear if you're a werewolf. Apparently the game doesn't register beast blood sleep as regular sleep.
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
2.2
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.
Wolflore
The Assimilation Lab
The Nexus
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
Notice to Amazing Follower Tweaks (AFT) users! You may need to dismiss Morte before you update. You can set his home to wherever you're currently at so you can easily recover him, but I cannot guarantee there won't be any issues if he is managed by AFT when you update.
If you're using 2.x, just overwrite when prompted. If you're using 1.x, 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.
Known Issues
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 and both he and his horse will attack your foes. Unless I can find a way to include Morte into CH, I can't change this behavior.
Morte's second conversation about Lydia may not appear if you're a werewolf. Apparently the game doesn't register beast blood sleep as regular sleep.
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
2.2
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.