Cliff racer remover?

Post » Fri May 27, 2011 7:23 pm

What's a good cliff racer remover mod? i've tried like 2, one didnt work at all (there were still cliff racers all over the place) and the other i think removed them after killing a certain number, i just want them removed completely.

Any other mods that could be useful for a modder like me who hates being attacked while im looking for inconsistencies / bugs in-game. Maybe something that makes me invisible to everyone and everything, that would be pretty nice :D
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amhain
 
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Post » Sat May 28, 2011 9:13 am

I know there was a mod that gave you a pair of greaves which had a script that would kill any cliff racer within a certain distance of you. Just using the tgm console command might fix everything for you, unless the attacking still bugs you or you want gauge combat difficulty or something. You could also go into the editor and set all the generic cliff racer id's to 0 health. Still, do you really want to run a mod that your mod isn't dependent on while checking for inconsistencies? Especially a mod that effects cells your mod uses.


http://www.tesnexus.com/downloads/file.php?id=10770

This mod supposedly removes all cliff racers...

I've never ran it and can't run MW at the moment.
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Tracey Duncan
 
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Post » Sat May 28, 2011 5:10 am

I know there was a mod that gave you a pair of greaves which had a script that would kill any cliff racer within a certain distance of you. Just using the tgm console command might fix everything for you, unless the attacking still bugs you or you want gauge combat difficulty or something. You could also go into the editor and set all the generic cliff racer id's to 0 health. Still, do you really want to run a mod that your mod isn't dependent on while checking for inconsistencies? Especially a mod that effects cells your mod uses.

http://www.tesnexus.com/downloads/file.php?id=10770

This mod supposedly removes all cliff racers...

I've never ran it and can't run MW at the moment.


That mod doesnt work, i even tried creating a new game (must be that mod i tried before..), there's still a lot of cliff racers. Can't believe 5 people have giving it a thumbs up, did they even try it? I dont use any mods except my own texture / models mods so i dont think its some conflict..

And yes there's no problem using a mod like a cliff racer remover etc for me when checking for inconsistencies, i'm not doing mods with scripts or anything like that, just models and textures.

Im not any good at the editor, but if there arent any working cliff racer removers out there i guess i'll have to take a look at it..
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Matt Terry
 
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Post » Sat May 28, 2011 5:39 am

Maybe you should try http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=175 mod by PumaMan. Works fine for me.
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Chavala
 
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Post » Sat May 28, 2011 8:03 am

Found these at PES:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6517
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6583
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1385
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Chrissie Pillinger
 
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Post » Sat May 28, 2011 1:26 am

I decided to make one. It will be my first mod, if I can make it. :P

But I wanna ask. What makes a creature attack you? I'm looking at AI settings and scribs have 50 and cliffracers 80 attack fight. Is that chance? I never seen a scrib attacking me. How it works?
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Stephanie Kemp
 
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Post » Fri May 27, 2011 11:51 pm

I decided to make one. It will be my first mod, if I can make it. :P

But I wanna ask. What makes a creature attack you? I'm looking at AI settings and scribs have 50 and cliffracers 80 attack fight. Is that chance? I never seen a scrib attacking me. How it works?



Fight

Fight is a value between 0 and 100 that influences an NPC's tendency to initiate combat with you. 30 is a typical starting value for the average townsperson. Fight is continually modified by a variety of factors, and the moment an NPC's fully-modified Fight reaches 100 or more, they will attack. Modifiers include:
If you have attacked them, their fight increases by 100, thus practically guaranteeing that they will respond in kind.
If they were the victim of your other criminal act, their Fight is increased by five times the Bounty for larceny, pickpocketing, or trespassing.
If they are in earshot when a crime victim raises an alarm, their Fight will be increased by an amount that depends on their own Alarm value.
Fight is modified by the distance between you. Even violent types who hate you will not attack until you get into a certain range, while mild-mannered townsfolk aren't likely to attack even if you bump into them.
A disposition above 50 will decrease Fight, while a disposition below 50 will increase it.
Taunting, Bribery, and Intimidation all have the potential to increase Fight, although the exact amounts are not clear.

The actual numbers involved at any given moment can be very difficult to determine, so the following general descriptions of base Fight values are provided in the documentation of the Construction Set:
100: Always attacks.
95: Will attack as PC gets close (3000 units).
90: Will attack as PC gets close (2000 units).
80: Will attack as PC gets close or if they dislike you (1000 units, 40 disposition).
70: Will attack if close and strong dislike (1000 units, 35 disposition).
60: Will attack if they dislike you and you get close (disposition below 30).
50: Will attack if they hate you (disposition at 0).
40: Will attack if they dislike you, and you get close (500 Units, disposition 10).
30: Will attack if they hate you and you commit crime.
20: Will attack if they dislike you and you commit multiple crimes.
10: Will attack if they hate you and you do multiple crimes on them.
0: Will only attack if attacked first.


Source: http://www.uesp.net/wiki/Morrowind:NPCs
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Micah Judaeah
 
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Post » Sat May 28, 2011 9:03 am

Maybe you should try http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=175 mod by PumaMan. Works fine for me.

I t does work, BUT, diseased and blighted are still hostile.
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Anna Beattie
 
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Post » Sat May 28, 2011 9:46 am

Source: http://www.uesp.net/wiki/Morrowind:NPCs

Thanks. It will work, I hope. I will wipe them out. Not a single one will remain. I have an idea! :)
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Flesh Tunnel
 
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Post » Sat May 28, 2011 7:42 am

There is something wrong with Cliffracers, I decreased fight to 10 but they still keep attacking. My mod is last and I even started a new game. What could that be in their very soul makes them hate me?

Edit:I posted in CS thread, hoping to get answers.
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David Chambers
 
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Post » Sat May 28, 2011 12:16 am

http://www.4shared.com/file/249886737/a28f852a/NoMoreCliffRacer.html

Try that.... i just opened the CS deleted all references to the cliffracer from the creatures list and clicked save. If that doesnt work then perhaps we should call in an exterminator. :flamethrower:

EDIT: Just wanted to add that I didn't test it or clean it. I did load the game without errors though, at least up to the start screen. Use at your own risk. :angel:
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noa zarfati
 
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Post » Sat May 28, 2011 9:52 am

The simplest answer is to make a ring of 100% chameleon. :) Unless you attack, everything in the game will ignore you. Even if you attack, your target will go into fight mode but will run around looking for you. You'll be able to walk around and look all you want without worrying about critters or NPCs.
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Alycia Leann grace
 
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Post » Sat May 28, 2011 12:32 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1385 works and is very simple.
Doesn't remove them, but they won't attack. It actually does what vtastek wants to do, namely setting the Fight variable to a lower value.
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Kat Lehmann
 
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Post » Fri May 27, 2011 6:42 pm

The simplest answer is to make a ring of 100% chameleon. :) Unless you attack, everything in the game will ignore you. Even if you attack, your target will go into fight mode but will run around looking for you. You'll be able to walk around and look all you want without worrying about critters or NPCs.


That would be perfect.. anyone know of a mod that adds such ring? I guess i could try to learn the editor a bit more though, wouldnt hurt :D
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Kate Murrell
 
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Post » Sat May 28, 2011 6:25 am

That would be perfect.. anyone know of a mod that adds such ring? I guess i could try to learn the editor a bit more though, wouldnt hurt :D


I could whip you up one. :) Shoot me a PM with your e-mail and I'll send it to you.
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Jaki Birch
 
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Post » Sat May 28, 2011 8:04 am

That would be perfect.. anyone know of a mod that adds such ring? I guess i could try to learn the editor a bit more though, wouldnt hurt :D

http://www.megaupload.com/?d=IK055V2R. It lies on a table at the output of Seyda Neen, Census and Excise Office.
I hope it will help in your wonderful work with trees. :)
P.S. Oops, I did not see the post above.
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Red Sauce
 
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Post » Fri May 27, 2011 9:03 pm

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1385 works and is very simple.
Doesn't remove them, but they won't attack. It actually does what vtastek wants to do, namely setting the Fight variable to a lower value.

You thought that was my idea, hehe, you don't know me. :P

Here is the mod, it is clean!:

http://www.4shared.com/file/250185072/df4e194f/vtasteks_nocliffraceraddon.html

Requires abot's "where are all the birds going" mod.
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Aliish Sheldonn
 
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Post » Fri May 27, 2011 7:46 pm

http://www.megaupload.com/?d=IK055V2R. It lies on a table at the output of Seyda Neen, Census and Excise Office.
I hope it will help in your wonderful work with trees. :)
P.S. Oops, I did not see the post above.


Thanks a lot :)

..and thanks AnOldFriend3 and kiteflyer61 too!
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Stacy Hope
 
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Post » Sat May 28, 2011 1:37 am

Thanks a lot :)

..and thanks AnOldFriend3 and kiteflyer61 too!

What about me? :( I've just created my first ever mod just for you. :wavey:
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Nick Swan
 
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Post » Sat May 28, 2011 3:40 am

What about me? :( I've just created my first ever mod just for you. :wavey:


sorry vtastek , thanks!! :blush2:

This community sure is helpful :foodndrink: maybe for my next mod i'll just ask here instead if somone could make it, and in a few minutes it'll show up - like magic! ;)
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Alan Cutler
 
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Post » Fri May 27, 2011 11:17 pm

Just be sure to say in your request that you somehow need it for your tree mods - I think that's where all the magic comes from :D

So, vtastek, what does your mod do? Replace them with birds?
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Miranda Taylor
 
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Post » Fri May 27, 2011 6:14 pm

I still have a set of testing goodies, if you're interested. :) I made a ring of chameleon, a ring of flight, and a belt of armor. Using all three should make you immune to just about everything. Anyone who would like these can shoot me a PM with an e-mail address and I'll send it. Who knows, with enough interest I might release it as a resource. :)
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Bones47
 
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Post » Sat May 28, 2011 2:33 am

From the readme:
After endless cries about Cliffracers, one of the deadric gods decided to turn all clifracers into small harmless little birds.

I actually turned the mesh for cliffracers to a bird model from abot's "Waatbg" mod. And set fight to lower levels so they won't attack you. Please take a look at notes section for details of "Curse of the Cliffracers"


I think it has good revenge value, and you don't extinct them all together. So I don't feel bad about the decision. :P

They are just some birds in a harsh environment. I don't hate them at all. :P Now I just saved them from extinction single-handedly. :P

The joke is killing me sorry! :P :P :P

PS. Check the readme for details on why they keep attacking after adding relevant mods. I observed the situation and found the problems.
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Heather M
 
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