Best Mods for an NPC type character playthrough

Post » Mon Nov 09, 2015 7:57 am

The title pretty much says it all. What are the best mods for playing an NPC type character? If you have no idea what I'm talking about check out Nondrick P Character at Living in Obivion or Nordrick in Skyrim. As a plus,they are very funny reads. But in short an NPC is a normal person in morrowind just trying to live his life. He has to eat, drink, sleep, and make a living while avoiding death at all costs. However, I do like having a goal in mind. Like buying a house or a buisness or something. Something nice and safe to set you up for life. If you were an NPC what would you dream of?

I already have:

- NOM

- Homes to let

- DB Attack Mod (stops the DB attacks until an appropriate time an NPC probably won't ever do)

- Morrowind Crafting

- Ranger Tent

- Erengard Mines

- Farmer Mod

- Graphic Herbalism mods

- Starfire's NPC additions

- passive healthy wildlife

- Galsiah's Character Development

Additionally, I'm thinking of getting rid of Hot Fusions EcoAdj (ingredients and merchants modules apply to NPC's, while Daedric drops doesn't). I may leave that aspect vanilla or replace it with Piratelord's Trade Enhancements. And while it will probably never come into play for most NPC's I'm thinking about adding Dwemer Contraband. (I may do an NPC adventurer (roguelike Morrowind anyone?)

What mods am I forgetting/should I think about for such a play through?

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Emily Graham
 
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Post » Sun Nov 08, 2015 10:20 pm

You've some of the mods on this http://www.mwmythicmods.com/realism.htm#Sim list, there are some others there though.

There's also http://www.nexusmods.com/morrowind/mods/42719/? by LegoManIAm94 (although make sure to clean all of his mods, a number of the plugins have evil GMSTs in). In searching for that I saw this: Role-Playing%20Jobs%20-%20Demo%20- by Cliffworms
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Markie Mark
 
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Post » Mon Nov 09, 2015 8:02 am

I agree that as LPs go, these are immensely fun to read. But I'm not sure they are that fun to play ^^

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Nauty
 
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Post » Mon Nov 09, 2015 8:16 am

They certainly can be fun to play. I have an NPC in Skyrim that has yet to kill a person (or anything bigger than a wolf for that matter). The walk from Windhelm to Whiterun felt like one of my greatest accomplishments in Skyrim*. (I had to sneak around bears and bandits, kill a couple wolves, and run from a troll). For the record my greatest accomplishment in Skyrim was my main character killing Morokei at approximately level 20 under Requiem (Alduin was a cakewalk by comparison).

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Captian Caveman
 
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Post » Mon Nov 09, 2015 1:51 am

I once tried NoM and I haven't getting used to it yet, perhaps I'll in the future.

I installed the Delayed DB Attack mod in my current game and I didn't like it, sort of breaks the immersion too much in-game.

I also tried GCD, but after having a few issues I decided to stop playing it.

Does Tamriel Rebuilt ring a bell? :whistling:

If you haven't try it yet then I can highly recommend Stuporstar's http://www.gamesas.com/topic/1511208-rel-uviriths-legacy-33/ and now I can hardly play the game without having UL installed.

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Lil'.KiiDD
 
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Post » Mon Nov 09, 2015 1:37 am

Do you know of any better needs mods?

How does Delayed DB Attack break the immersion?

What issues did you have with GCD?

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Andrew Perry
 
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Post » Mon Nov 09, 2015 5:07 am

I highly recommend NoM, particularly if you are trying to role play. It provides an abundance of cooked foods for the variety an engaging playthrough needs, especially for those of us that require a varied menu in RL, too.

What I like most of all about NoM is something you won't find in the other needs mods, even those in Oblivion and Skyrim. You can actually see the food cooking! Place a grill, a pan, or a pot close to a fire and load yourself up with the ingredients from your "grocery list". Then, click on the grill/pot/pan and choose "cook something". Drill down through the menus (there aren't that many) and choose the food you want to cook. It will appear in the pan/pot/grill and actually cook before it moves to your inventory. I actually make myself hungry doing this and usually need a short break to eat something myself.

Of course, you can buy already cooked foods from pubs, food vendors, or the occasional trader, but cooking them myself gives me a lot of immersion as soon as I land a new character in Seyda Neen. It's difficult to find the free campfire at first, unless you have Morrowind Crafting. Raw mudcrab will suffice for awhile. But, as soon as you get your first shack, you are ready anytime to roast that rat or nix hound you barely managed to bring down.

Book of first recipes is cheap at Arille's. Open it with a piece of paper in your inventory and you have your first grocery list. The grill and pan are available there also. And, if you want to pick out what you eat, grab the food satchel, too. Instead of having the "automatic" eating from your inventory (which you can still do as backup), you can drop the satchel on the ground, activate it, and then move whatever you wish to eat at that time into the satchel until it tells you, "you are no longer hungry". There is a campfire and bedroll available at Arille's, too, if you think you might be homeless for awhile. They are not especially expensive.

Then, as you travel the isle, you run into food traders and bakery shops which sell recipe ingredients and other cooking utensils. Book stores sell other recipe books for more variety, and pubs will sell you fabulous tisanes to help you. And, then there's the inviting Food Trade Route to provide additional goodies to save up for.

I've always had room for four or more cooked foods and a loaf of bread is cheaply bought until I locate an oven where I can cook my own.

The other thing I buy first (at Arille's) is a waterskin to carry drinks for when I'm thirsty. Every city or town has at least one well or fountain to refill it. And, all those empty bottle clutters? They can be filled with water at the nearest well, too. Or, even better, the various kegs hanging around tor color, almost always have wine or beer in them that you can fill those bottles and jugs with. If you don't want to drink those spirits yourself, they bring in a little handy coin to exchange for the ingredients you were needing the next time you are cooking. Or, you might sell three or four bottles of cheap wine to get that pot you can use (and watch) to make soups or puddings. Yum! There is even a good recipe for moon sugar. You don't need to encourage drug habits any more.

None of these things I mentioned above are available in other needs mods so far as I know. And, I sorely miss being able to see my food cooking when using needs mods in later games.

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naome duncan
 
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Post » Mon Nov 09, 2015 8:34 am


(2nd link's broken)


Wait, what?! To second a different poster...
BTW, there are many variations of that mod, perhaps you'll like a different one.


The concept of GCD was great, but its execution wasn't so much (reportedly considerably buggy/problematic, also often said to be unbalanced with certain character types) from the start, though there weren't many "competitors" (well, I do know that there are a bunch of versions of GCD floating around that were supposedly improved/fixed, such as GCDLean, and I seem to recall there being some other "XXX's Character Development" mod, but I don't know much of those). You can read about why it's like that http://www.gamesas.com/topic/1512843-wip-possible-upcoming-update-to-gcdlean204a/#entry24035436. Nowadays, the updated MWSE grants capabilities that allow creating proper leveling mods that can be so much better. You might even call mods taking advantage of that "next-gen leveling mods" (compared to those of old, such as Madd Leveler, GCD etc). Granted, this is still only the http://www.gamesas.com/topic/1533992-rel-automatic-leveling/ of http://www.gamesas.com/topic/1518059-wip-character-development-enhanced/, and they're still under development...


That sounds cool, as does NoM as a whole! Though it's possibly with a large footprint/script-heavy and naturally a bit limited here and there (such as with manual eating), due to its nature as a mod. It's probably wishful thinking for now, but a MWSE version or rewrite of it to increase its convenience, flexibility and compatibility and lower its footprint and number of scripts could be even more amazing, and of course, OpenMW capabilities would blow even that straight out of the water.
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Amie Mccubbing
 
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Post » Mon Nov 09, 2015 12:14 am

I use Morrowind Crafting, Graphic Herbalism, and Starfires NPC mod and like them very much. I also enjoy Antares Big Mod. It lets you hire vendors to make things for you, everything from armor and weapons, to cloths and jewelry to potions, etc. depending on the vendor. It also adds scouts you can hire to take you to various places. If you rise to a position of authority in a faction, you can provide training to junior members of the faction and send them on fetch quests. You can charge them for training or reward them for a job well done.
http://arcimaestroantares.m.webs.com/site/mobile?dm_path=%2Fantaresbigmod.htm&fw_sig_is_admin=0&fw_sig_site=27786621&fw_sig_api_key=522b0eedffc137c934fc7268582d53a1&fw_sig_access_token=a6e9275c12eb61cb367defe72deaa6123cb9530e&fw_sig_premium=0&fw_sig_locale=en-US&fw_sig_social=1&fw_sig_url=http://arcimaestroantares.webs.com/&fw_sig_time=1446939454700&fw_sig_session_key=f99f883d2d2ce05838ccddcbf55628430d97a19e91fa517fd2ac4f4618d7336a-27786621&fw_sig_permissions=none&fw_sig_permission_level=0&fw_sig_potential_abuse=1&fw_sig_partner=webs&fw_sig=ddc891aac01b7468fe1a324de53051e6&fw_sig_tier=0&fb_sig_network=fw#3210

One I have not tried but looks interesting is Stuporstar's Tea Mod. http://download.fliggerty.com/download--816

EDIT: regarding the poster who said GCD is unstable:
The Gluby's fixed version of GCD is reportedly very stable. http://mw.modhistory.com/download-13-6955
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+++CAZZY
 
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Post » Mon Nov 09, 2015 2:54 am


Nice link, the admin comments there are pretty informative regarding GCD and its variants (apparently this Gluby's version is older than GCDLean). Of course, all of those are still based on GCD, are apparently not rewrites of it (the first link I'd posted holds relevant info), and are old (and now outdated).
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Misty lt
 
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Post » Mon Nov 09, 2015 3:35 am

I think you misunderstood what I said about NoM. I didn't mean it's bad or anything, it is just that I'm not used to it and probably need a few playthroughs before I can comment NoM at all.

The delayed DB attacks only get started after you're Nerevarine and that breaks the immersion IMO, but that's just me and other may like to postpone the DB attacks to a certain event happen in-game.

The issue I got with GCD is mostly scripting like "Cannot find "@@@..." or similar in the Warnings.txt, but I also got the conflict with the skill uncap patch in MCP.

That's the one I tried and got a couple of scripting issues and I never figure it out of how to get it to work properly.

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Nick Swan
 
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Post » Mon Nov 09, 2015 2:31 am


Isn't a no-name level 1 guy getting attacked by assassins surely more immersion breaking (and due to the circumstances pretty obviously an awful oversight by Bethedsa not considering loading Tribunal with new characters)? But, most variations I can remember of the DB attack delays mod aren't actually exactly like that - they have multiple possible paths/reasons that can cause you to begin getting attacked - being named Nerevarine, or becoming a faction leader, or getting high Reputation, etc.
It's very easy to add this or other requirements or reasons (e.g. reaching a high level) to variants that don't have them if you want, too (EDIT: or to tweak the existing ones, you could literally have the attacks begin whenever you want, or when you reach a certain rank in a faction or a certain Level/Rep).

GCDLean is said to be an improvement/continuation of that, so it may be a little better. Though, as mentioned, we can have more lightweight, stable, flexible, GMST-abiding etc alternatives now.
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Aliish Sheldonn
 
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