» Sat Jun 01, 2013 5:44 pm
Ah, excellent... thank you! I'll be looking at the LGNPC modules over the next few days. I want to get in there and make sure there won't be any conflicts with anything else in my load order.
Update: After thinking a lot about this, and reading a lot in the forums, I think I've decided to pass on the LGNPC project. This looks like a great idea that, unfortunately, 1) still has a lot of problems that need to be worked out, 2) has issues with consistency, and 3) will probably never be "finished". I say that with all due respect to the folks trying their best to get this done... honestly, I applaud the effort, and I can tell some have gone to great lengths to make LGNPC as good as it can be. I may revisit it later, but for now I'll pass. Thanks again for the link, though!
While I'm here, I'll mention that my current playthrough with the gameplay changes listed on your site is going really well so far. Man, this is a much more intense Vvardenfell than the one I got used to! I have to think about everything now, and the wilderness is just damn deadly for the unprepared. It's awesome. Seriously. Thank you.
Quick note on "one-hit fleeing": I have noticed that guars behave a little differently now, but I'm not sure that it's solely due to the flee setting. They do tend to run after being smacked, but then they regroup and come back... usually. I have also noticed, however, that they also seem to behave differently based on whether or not I'm armed with a ranged weapon. So, that has me thinking maybe this is more due to changes in Morrowind Advanced than in the Settings module of BTBGI. That's just a preliminary guess though... I'll have to dig a little deeper to be more certain. In just about every other species I've fought (NPCs not included), I have seen more of the behavior mentioned above where they fight until they're about to die, and then flee.
Great work, man! This is a lot of fun!
EDIT: I went ahead and created a couple of compatibility patches (for my own use) to handle the conflicts between the (merged) Domina mods, Daggerfall Books, and BTBGI. This seems to be working much better than relying on Merged Objects. I'm still using TESTool to generate the initial patches, but then I edit them by hand in Enchanted Editor and rename them appropriately. I just tested out a new character, and was very pleased to find Arrille selling your spells and soul gems right alongside the Daggerfall books. Anyway, you were right... it's best look at each change individually in the long run!
ONE MORE EDIT: I think I figured out how to "reset" a merchant in an existing save... It seems, at least in Arrille's case, that two records must be deleted in EE (or whatever you choose, I guess). There is a record that seems to hold instance data for Arrille (like inventory items you've sold him) that is listed under "NPCs Altered/Killed by Player", and then another more generic "Non Player Character" record one level up in the tree. I'm not entirely clear on which record holds exactly what data, but the full "merchant reset" didn't happen until I deleted both of them. Of course, this also deleted the Disposition I had with him, but I recorded it beforehand and fixed that with the console. In the end, I had a new Arrille with a shiny new inventory, complete with BTBGI items and Daggerfall books, as well as the new pre-made spells. Oh yeah, and there's the added advantage of removing a bunch of clutter from his inventory... you know, all the cheap stuff you sell him trying to get off the ground in the early going!
Still, as great as this seems, I don't have a ton of experience with deleting instance data from a save, so if I've made a grave error please let me know. It seems fine... nice and stable, and everything where it should be... but I could have easily overlooked something. These things happen from time to time!