[RELZ] Children of Morrowind - thread 2

Post » Wed Jan 05, 2011 12:30 pm

I imagine there's a reason why Khajiit and Argonians are fairly numerous in Vvardenfell: slavery.
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Claudia Cook
 
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Post » Wed Jan 05, 2011 8:17 am

That's a good and helpful list for us all, LizTail :)

Thank you for sharing it!

But, there's one thing to consider.... no, two things, at least.

How many of the npcs of the various races are friendly and how many are hostile scums? And how many are slaves, how many are living in godforsaken caves or in the Vivec sewers (popular place for khajiit thieves).

When I added the children, I wasn't looking for the exact numbers of various races in Morrowind, but rather for who coud be appropriate parents of the young ones. I didn't want to give bandits children, as we would then kill the parents (and the children would be hostile, too, yes?) And I didn't want to put children into miserable circumstances, when the players couldn't do much to help them, well, at least not within the CoM mod...

In general, the races - in percentage to the total number of npcs of that race - that tends to be more hostile and criminal (according to fight settings and to their dialog and where they show up) are orcs and khajiits. Slaves are, as we all know, mostly the beast races. Those that more often live together in communities - i.e. likely 'family surroundings' are dunmers of course, nords (Solstheim, Khuul, Dagon Fel), imperials (Pelagiad, Caldera) and then we have Tel Mora, where only female woodelves live.

I've always dreamt of seeing a fully populated altmer city somewhere - as they are such a 'magical' race and possibly rather 'snobbish' (thinking very high of themselves), it seems likely they would have a settlement for altmer mages somewhere. :)
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Susan Elizabeth
 
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Post » Tue Jan 04, 2011 9:29 pm

That's a good and helpful list for us all, LizTail :)

Thank you for sharing it!

But, there's one thing to consider.... no, two things, at least.

How many of the npcs of the various races are friendly and how many are hostile scums? And how many are slaves, how many are living in godforsaken caves or in the Vivec sewers (popular place for khajiit thieves).

When I added the children, I wasn't looking for the exact numbers of various races in Morrowind, but rather for who coud be appropriate parents of the young ones. I didn't want to give bandits children, as we would then kill the parents (and the children would be hostile, too, yes?) And I didn't want to put children into miserable circumstances, when the players couldn't do much to help them, well, at least not within the CoM mod...

In general, the races - in percentage to the total number of npcs of that race - that tends to be more hostile and criminal (according to fight settings and to their dialog and where they show up) are orcs and khajiits. Slaves are, as we all know, mostly the beast races. Those that more often live together in communities - i.e. likely 'family surroundings' are dunmers of course, nords (Solstheim, Khuul, Dagon Fel), imperials (Pelagiad, Caldera) and then we have Tel Mora, where only female woodelves live.

I've always dreamt of seeing a fully populated altmer city somewhere - as they are such a 'magical' race and possibly rather 'snobbish' (thinking very high of themselves), it seems likely they would have a settlement for altmer mages somewhere. :)

Oh, I wasn't trying to criticize the way you place them currently, and I've been impressed as I walk around and see different children how it seems plausible that they would be there. Plus the population mix will realistically change from generation to generation. You're definitely right that the requirement that CoM children are only in positive circumstances and cannot be hostile limits the set of NPCs that could be considered as poential parents quite a bit, though those smugglers and bandits could always have children at home somewhere so their existance might still have some contribution. Anyway, I figured if you used it at all it would be more as a "statistical guideline" to let you know if you were going way overboard with one race or vastly under-representing another, not an absolute goal that you would try to match the percentages perfectly.

Anyway, did you see http://www.gamesas.com/bgsforums/index.php?s=&showtopic=923790&view=findpost&p=13536412 I made with http://www.liztail.com/mw_beast_list.csv that you can open in Excel? I've updated it to include their fight setting on top of the class and faction and the cell they're in on there so that you could more easily find ones that weren't "scum" without manually walking around Morrowind or combing through the Construction Set =) I figured that'd be more helpful to you than this other thing. I'm not really sure how the fight setting is interpreted, so 50 may be really high, but it turns out only 16 Argonains and Khajiit have it set at 50 or above, and most of those are Vampires. Anyway, let me know if there's any other data that I might be able to pull out of the ESM files that could be helpful =)
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CHARLODDE
 
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Post » Wed Jan 05, 2011 12:29 am

I think children of slaves are actually realistic, though cruel. Roman slaves who had children created new slaves.
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Nathan Maughan
 
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Post » Wed Jan 05, 2011 12:32 pm

If you're going to add more Argonian children, how many are in Ebonheart?

On a slightly unrelated note: I added the voice files from COM 1 to my playlist; sometimes between songs I'll get the kids saying strange things. Sometimes I'll get two or more in a row, and they fit perfectly :rofl:
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Zoe Ratcliffe
 
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Post » Wed Jan 05, 2011 4:00 am

Try downloading http://www.liztail.com/em_kids.zip and extracting it to your Morrowind folder. Does that clear it up?

I'm also curious, do you have multiple copies of Morrowind installed? Does the Morrowind Directory at the top of the UI match the one that you're trying to play?

I had that animation problem but no one had been able to help. I didn't check the thread in a while and am happy to see a fix! All of the errors and weird animations are gone! Thank you LizTail!
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Minako
 
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Post » Wed Jan 05, 2011 3:30 am

Just a note that I've just uploaded a new version of Ald Redaynia Extended which has been 'fixed' for this version of COM. I had forgotten about the Sadrith Mora Academy issue with Playable Children. I'll try to fix that tomorrow. :)

:edit: Hmm ... I've uploaded a new Sadrith Mora Academy file. Hopefully that will work with the new COM and new Playable Children.
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Wane Peters
 
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Post » Tue Jan 04, 2011 10:02 pm

I found a little static placement error that looks to caused by COM2.

There's a door upstairs at the inn at the end of the world in Dagon Fel, IIRC it's the upstairs door that connects to the bar. The door frame has been rotated slightly leaving a small gap looking into nothingness.

Clicking on it and doing and 'ori' in the console gives COM2 as the loaded file.

Edit - http://i251.photobucket.com/albums/gg282/MrKWMonk/MGEScreenshot142.jpg


BTW thank you for the update, took me a long time to add COM to my game but it's great addition to the world and I now won't play without it :)


Cheers,
-KWM
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Pawel Platek
 
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Post » Tue Jan 04, 2011 11:34 pm

Good show Emma!
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Claire Mclaughlin
 
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Post » Wed Jan 05, 2011 11:43 am

I've installed CoM and it generally works fine, but I've noticed that sometimes the children disappear for no obvious reason. I can sometimes fix this by changing cells, but not always. Any idea why this might be happening?
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Ross Thomas
 
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Post » Wed Jan 05, 2011 1:10 pm

I've installed CoM and it generally works fine, but I've noticed that sometimes the children disappear for no obvious reason. I can sometimes fix this by changing cells, but not always. Any idea why this might be happening?

Is it not just the regular schedules kicking in?
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Jessica Nash
 
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Post » Wed Jan 05, 2011 7:35 am

What are the regular schedules? I don't remember seeing anything about that in the readme. All I know is that one moment I'll be looking at a group of kids, then I turn away for a second and when I look back they've just vanished.
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kat no x
 
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Post » Wed Jan 05, 2011 6:52 am

If I recall correctly the kids use a schedule so they're not out on the streets at night. The transition is abrupt so they'll disappear as you've described.

I can't remember the exact details, Emma or someone will probably be able to give you a detailed answer.

-KWM
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Hannah Whitlock
 
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Post » Wed Jan 05, 2011 2:45 pm

The kids are disalbed at night, but it usually won't happen unless you change cells (go into a house, for example). It's so they're not wandering the streets at night. :)
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Jon O
 
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Post » Wed Jan 05, 2011 9:50 am

Ah, that explains it - though I'm sure I've seen it happen during the daytime as well. Oh well, slightly immersion-breaking, but never mind.
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RAww DInsaww
 
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Post » Wed Jan 05, 2011 12:27 pm

I love this mod.
He adds more of a sense of reality.
Children in Morrowind are one of the many things that I missed in the game...
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An Lor
 
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Post » Wed Jan 05, 2011 1:15 am

NM.
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IsAiah AkA figgy
 
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Post » Wed Jan 05, 2011 1:10 pm

Where can I download the older version? This one doesn't work for me.
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Susan
 
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Post » Wed Jan 05, 2011 10:13 am

What exactly isn't working for you? If the new one is incorrectly installed, I doubt you'll have any better luck with the older one, since they work along the same lines, but maybe we can fix it if you say what's wrong.
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kitten maciver
 
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Post » Wed Jan 05, 2011 12:41 pm

Hi gang, was the missing rocking horse nif ever fixed? I have one of those missing in Seyda Neen right by the Silt Strider.

Running latest version of CoM.
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Samantha Jane Adams
 
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Post » Wed Jan 05, 2011 3:51 pm

It wasn't fixed in the version I had, so I extracted that second horse nif and just renamed it to what the game wanted. That got rid of the annoying error for me.
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Isaiah Burdeau
 
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Post » Wed Jan 05, 2011 6:48 am

Hi everyone,

I have been absent for a while, and I'm sorry about that. My daughter, who has been ill for a long time, got worse in end-january, and we are in and out of hospital quite a lot at the moment. She is hopefully more stable now (it's not a fatal illness, it just affects her arms and legs). Meanwhile I mislaid my password, and put all the things I *should* do somewhere in the darker corners of my brain.

I'll try to attend to the issues mentioned asap, I just have to read up on what I was supposed to do... And it's back to hospital again on monday, so it probably will still take a week or so. Luckily, the quick-fixes mentioned in this thread do work for those who might experience problems, so hopefully everyone can still play CoM without problems.
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Kitana Lucas
 
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Post » Wed Jan 05, 2011 2:05 pm

Sorry to hear about your daughter, Emma. I hope she gets well (or at least well enough to leave the hospital) soon.
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Tiffany Carter
 
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Post » Wed Jan 05, 2011 8:03 am

Well... in march, when this thread was last active, I did end up in hospital with my daughter, and we had to stay in hospital for quite some time. When we got back home in late april, I had other real life things (like work) to deal with, and I found it hard to pull myself together and fix up the problems people had experienced with CoM2.

I would like to sort this out now - I really would like CoM2 to work (as good as) flawless.

So... let's see... these are the problems I'm familiar with, and if someone has something else to add, please do so...

1) There is a .nif-file for a rocking horse at Seyda Neen that sometimes causes problems.

2) A door in Dagon Fel, inside "The end of the world" is slightly out of position and should be cured.

3) LizTail's alternate .nif-files should be added - or made available separately on the CoM page - to cure problems for those who is using his mods

4) Melian was kind enough to attend to some meshes that were kinda glowing in dark, and I updated the mod with the new nif-files. However, I know someone reported that they had been downloading CoM after the update and still got glowing clothes and ears... I'm not sure if this was because the mod was not yet updated at... uhm... probably ElricM, then... or if I have somehow forgotten to update one of the packages somewhere?
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lillian luna
 
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Post » Wed Jan 05, 2011 12:40 am

Emma,

first of all a great Thank You for have worked on Morrowind Childrens ver 2.

Second, you surpirised me: all these years have locked my mind, never thought at the idea of a Nerevarine...teenager.

Realistic thing, considering that Arthur the king gained his kingdom and his mighty sword more or less at 12, and Cuchulainn was promoted to Warrior at 9.

I must say thank you for have show to me something new and very interesting, also if i have a few fear because i have already MCA and not want fill the land with too much people.

with my best regards, continue on this way please
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Miss K
 
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