[BETA\RELz] dopey NPCs

Post » Fri Apr 24, 2015 11:46 pm

dopey NPCs
BETA Release 1
by dopey fish

Adds "schedules" to NPCs in the towns and villages of Vvardenfell. Affects mainly public exterior areas and cantons.

NPCs will disable at night (between 6-9pm), and enable in the morning (6-9am)

Affects the following areas (64 cells total):
Ahemmusa Camp
Ald Velothi
Ald-ruhn
Arvel Plantation
Ascadian Isles
Bal Isra
Balmora
Caldera
Dagon Fel
Dren Plantation
Ebonheart
Erabenimsun Camp
Gnaar Mok
Gnisis
Hla Oad
Khuul
Maar Gan
Molag Mar
Pelagiad
Sadrith Mora
Seyda Neen
Suran
Tel Aruhn
Tel Branora
Tel Mora
Urshilaku Camp
Vivec
-Arena
-Foreign Quarter
-Hlaalu
-Redoran
-St. Delyn
-St. Olms
-Telvanni
-Temple
Vos
West Gash
Wolverine Hall
Zainab Camp

Requires:
Morrowind
Tribunal
Bloodmoon

Installation:
Back up save games before using.
Unzip the plug-in file into the Data Files directory.
Activate the plug-in, and it will automatically set up and
work with new characters and existing characters.

Download here: http://www.nexusmods.com/morrowind/mods/43586/
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Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Sat Apr 25, 2015 2:50 am

A real basic enable/disable scheduling plug-in, in essence a spiritual successor to Grumpy's NPC schedules. So much so people may not be able to tell the difference at first, hahaha! (Which speaks volumes for Grumpy!)

dopey NPCs works off activators and will enable/disable NPCs around the evening and during inclement weather. It does this through two methods:
-Line of sight when a player character is near
-A 'force' check to push through the change when a player character waits/rests, travels, or transitions between interiors/exteriors.
Using both methods, these schedule changes are pretty seamless. Line of sight is a bit wonky though around some objects, but that's Morrowind for you.

Sleepers will act normal until the main quest starts, and will return to normal when no longer under Dagoth's influence. Quest NPCs have quest progress checks so that a schedule doesn't cause too much inconvenience. Other NPCs with special statuses are also accounted for.
I did include some of the street vendor merchants as it adds to the ambience although it's inconsistent with other merchants' 24/7 convenience hours. That will be addressed at a future date with a lock mod add-on (or one's own preference with lock mods).

If all is well in this release, the next areas included will be Tribunal and Bloodmoon.

This actually came to fruition when working on my old project http://www.nexusmods.com/morrowind/mods/42265/ as I wanted to have NPCs react to inclement weather.
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abi
 
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Joined: Sat Nov 11, 2006 7:17 am

Post » Fri Apr 24, 2015 12:23 pm

It sounds pretty script intensive. Any estimate of the impact on FPS? Does it use MWSE?

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Jacob Phillips
 
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Joined: Tue Aug 14, 2007 9:46 am


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