Remote Interactions
Interact with friendly and enemy NPCs in the distance, with different animations and effects depending on the environment and distance.
Screenshots 8 screenshots
About this mod Machine translation
Interact with friendly and enemy NPCs in the distance, with different animations and effects depending on the environment and distance.
illustrate
The road to Chineseization:
remote interaction
-Interaction with NPCs at a distance-
LYYYYYDIA! ! ! ! ! ! ! ! Where are you?
-Could be your dragon descendant
Features:
-Ability/hotkey to interact with NPCs from a distance.
- Plug and play, compatible with everything, ESL flags, no crazy requirements.
- No extra menus, no search bar, all very UX friendly and vanilla style.
-Enter different interactions based on the background and type of character you interact with.
Distance and line of sight are also factors that influence the type of interaction.
-Animation (no Nemesis/DAR required).
- Very performance friendly (the script only runs for a second when you use the ability and does nothing after that)
-Configurable via MCM.
Video display
Types of remote interactions:
*Friendly remote interaction*
- Call an NPC name (if you can't find it).
-Ask nearby NPCs to come to you. (Different results based on distance).
-Talk to NPCs at a reasonable distance (ideal for issuing orders to followers at a distance, talking to unreachable NPCs while seated, talking while riding a horse, etc.). ).
*Enemies interact remotely*
- Taunt your enemies during combat.
- Surrender to the guards (even if your weapon is no longer effective).
-Scare enemies into running away.
- Stimulate your enemies into battle.
Require:
- Taunt your enemies
Note: Taunting your enemies is required, but its requirement (dynamic animation casting) is optional.
MCM options:
-You can set a hotkey and hide the skill from your spell list to keep things tidy.
-MCM reuses the MCM that taunts enemies, so the option can be found there. There are only two options for mod so why create another MCM.
compatibility:
-Works with anything, no patches required.
~Andrew, Ares, Barry, Connor, Eric, Jamie, K0mp1ex,
McFab, Night Storm, Panda, Cavalry, Weijie~
& to everyone who supports me via Patreon or other means
Thank you all! Your support means so much!
- ESL tag? Is mid-game installation safe?
Yes, this mod and the enemies that taunt you have the ESL flag and are safe to install mid-game.
-What kind of witchcraft is this? I can talk to my followers from over a meter away!
Yes, welcome to the future. Enjoy your immersion!
-Is this mod script intensive? Think of my poor save!
The mod will only run when you use the ability, and will only run for a second before stopping.
-This mod comes with animations... Do I need Nemesis or Dar?
No, remote interaction does not use those modules. There is also no need to re-run Nemesis.
-Can I surrender to the robbers?
You can only surrender to the guards. The robber only wants your head. :(
Will this mess up my spelling list?
No, this mod only adds one ability. You can hide this ability by entering the MCM and selecting a hotkey.
Help! I can't find MCM!
Mod reuses the MCM that taunts your enemies because it only has 2 options and I hate how confusing the MCM is.
Help! In MCM I only see the option to taunt your enemies, but not in this mod!
This means that this mod does not overwrite the files in the requirements. Make sure this mod's files overwrite TYE's files.
-I don't like "taunting your enemies", can I skip it?
Remote interaction hatches to taunt your enemy system's animations, sounds, and MCM, so it requires the functionality of this module. If you don't like the few seconds of extra damage taunt gives you, you can change the number or duration to your liking (or not use taunt at all), but trust me, it's pretty balanced. You barely miss a single hit.
-Did you use your invisibility ability? I hate invisibility!
No invisibility. For the more professional of you or those who want to learn modding: Mods work through a hidden quest and a series of aliases. When you run this ability, the mission starts over, populating aliases based on distance, line of sight, and keywords. This is all d …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.