[RELz] Daggerfall NPCs

Post » Sat Feb 12, 2011 6:59 pm

http://www.tesnexus.com/downloads/file.php?id=29161
*****************************************

Daggerfall NPCs

Version: 0.3
Author: Kamikaze

*****************************************


*****************************************

Description

*****************************************

Sick of slaughtering the same few bandits and marauders for the millionth time? This mod replaces bandits, marauders and conjurers with NPCs based on the 21 standard classes, just like in Daggerfall. All NPCs carry loot and cast spells according their class skills and theme. For example, Assassins use poison and invisibility potions and Knights use Restoration spells. All classes also have a boss version. There are six variations for each class (three male, three female) and two variations for bosses, so there are 168 different NPCs in total.

There are three NPC types: warriors, thieves and mages which replace marauders, bandits and conjurers respectively.
Warriors: Archer, Barbarian, Crusader, Knight, Rogue, Scout, Warrior.
Thieves: Acrobat, Agent, Assassin, Bard, Monk, Pilgrim, Thief.
Mages: Battlemage, Healer, Mage, Nightblade, Sorcerer, Spellsword, Witchhunter.

Daggerfall NPCs is compatible with other creature overhauls provided it is loaded last. A compatibility patch for MMM is included.


*****************************************

Installation & Load Order

*****************************************

To install, just place the .esps in the Oblivion\Data folder.

Load Order:
1. MMM or other creature overhaul if you use any
2. Daggerfall NPCs
3. Daggerfall NPCs - MMM Patch (if you use MMM)


*****************************************

Compatibility

*****************************************

This mod replaces the leveled lists for bandits, marauders and conjurers. It is compatible with MMM with the included compatibility patch. It should also be compatible with FCOM, although I personally don't use it so I'm not completely certain.


*****************************************

Changelog

*****************************************

0.3
- Made the NPCs hate the player extra much to fix a problem with FCOM (hopefully).

0.2
- Fixed bugs.
- Wrote a slightly better readme.

0.1
- Initial release.

User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Sun Feb 13, 2011 5:18 am

Looks cool.
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Sun Feb 13, 2011 6:06 am

Sounds interesting.

Did you replace the normal spawns with your versions?
Or did you add new spawn points?
Did you add your NPC's to the level lists?
Did you create a new LL?
What about compatibility with FCOM?
User avatar
Jessica Phoenix
 
Posts: 3420
Joined: Sat Jun 24, 2006 8:49 am

Post » Sun Feb 13, 2011 3:03 am

Same questions as Aellis (beat me to it actually). Especially with regard to FCOM and overhauls other than MMM.

I've never played daggerfall, but seems many folks around here can't get enough its themes anyway.

It makes sense why marauders and bandits are attacking me. It may not make sense why a fighter or thief is.

I'd like to see the existing bad guy factions fleshed out more - made joinable. Like http://www.tesnexus.com/downloads/file.php?id=17978 made more sensible.

thanks
User avatar
Clea Jamerson
 
Posts: 3376
Joined: Tue Jun 20, 2006 3:23 pm

Post » Sat Feb 12, 2011 5:34 pm

Same questions as Aellis (beat me to it actually). Especially with regard to FCOM and overhauls other than MMM.

I've never played daggerfall, but seems many folks around here can't get enough its themes anyway.

It makes sense why marauders and bandits are attacking me. It may not make sense why a fighter or thief is.

I'd like to see the existing bad guy factions fleshed out more - made joinable. Like http://www.tesnexus.com/downloads/file.php?id=17978 made more sensible.

thanks
You should play it. I don't see why any one here would have an excuse for not having tried it.
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Sun Feb 13, 2011 12:05 am

Sounds interesting.

Did you replace the normal spawns with your versions?
Or did you add new spawn points?
Did you add your NPC's to the level lists?
Did you create a new LL?
What about compatibility with FCOM?

Yeah in hindsight the readme doesn't explain well enough what this mod does exactly. What it does is the following (I've updated the first post as well):
It replaces the leveled lists for bandits, marauders and conjurers. It is compatible with MMM with the included compatibility patch. It should also be compatible with FCOM, although I personally don't use it so I'm not completely certain.
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Sun Feb 13, 2011 3:18 am

This sounds radically interesting. INSTANT DOWNLOAD.
User avatar
darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Sun Feb 13, 2011 8:57 am

I fixed a few bugs and wrote a slightly better readme. I want to update the first post but it says I don't have permission.
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Sat Feb 12, 2011 9:49 pm

Wow I thought his was dead - in fact at one point I searched for this thread and couldn't find it.

I have a question of two.

I did try having this in my FCOM game but it didn't seem top work right there. One reason is often the encounters would appear to get angry draw swords, but not attack. You could dialogue with them and they would have mid range dispositions and all that, but then out of dialogue they would get stuck in loops of frowning and and drawing swords when my character was around.

So does this mod add factions - perhaps factions that OOO/FCOM does not take into account? Or does it add all the added NPCs to existing factions?

I eventually took it out as it seemed to not be working with the FCOM set up. (wonder how it will work with TIE).
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Sun Feb 13, 2011 8:54 am

I put the thieves in the Bandit faction, warriors in the Marauder faction and mages in the Conjurer faction. They're also in a special faction so they don't fight each other, because I made them spawn together sometimes. Anyway I've updated the mod so they all have -100 disposition towards the player, I think that should fix the problem.
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Sun Feb 13, 2011 6:17 am

Hmm - OK, not sure when I will get around to testing again in FCOM land, but I did grab it thanks.
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Sat Feb 12, 2011 7:45 pm

Great. Will try it.
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Sun Feb 13, 2011 7:59 am

A daggerfall mod that isn't part of Cliffworm's ObliviFall!??!
Blasphemy!!!!!
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am


Return to IV - Oblivion