[WIPz] Finders Keepers

Post » Sat Feb 19, 2011 5:56 am

Heh, I never know NPCs can yield, or ever yield in my game for that matter :P

They don't. I'm making them able to yield. Hopefully in BRAINS I'll generalize this feature to work in other situations as well.
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joeK
 
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Post » Sat Feb 19, 2011 1:32 am

They don't. I'm making them able to yield. Hopefully in BRAINS I'll generalize this feature to work in other situations as well.
Low Confidence NPCs do, IIRC.
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Nuno Castro
 
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Post » Sat Feb 19, 2011 6:12 am

I might actually have new name for this...well, if you like it: LOOTERS! a.k.a LOse em' Or Take em', scavengERS!
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e.Double
 
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Post » Sat Feb 19, 2011 6:56 am

Low Confidence NPCs do, IIRC.

Didn't know that, cool.
I might actually have new name for this...well, if you like it: LOOTERS! a.k.a LOse em' Or Take em', scavengERS!

Thanks for the suggestion. As much as I like a clever acronym, I don't like acronyms that don't correlate to multiple letters in a word or correlate to the end of the word instead of the beginning ..I'm kinda OCD :embarrass: I think I'll stick with Finders Keepers since I'm partial to it and hope that Isatin (creator of another mod called Finders Keepers) doesn't mind. That, or I'll just name it Syclonix's Finders Keepers.
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Killah Bee
 
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Post » Fri Feb 18, 2011 11:02 pm

For anyone following this thread I've added some new features I'm working on based on the poll/thread discussion:

Planned Features:
  • Adds the ability for any NPCs (mod-added NPCs as well) to loot dead bodies, weapons, and shields on the ground
  • NPCs in combat without a weapon or shield may loot them off the ground or off dead bodies
  • NPCs will only loot items they like (e.g. A Mage may take spell scrolls whereas a Thief may take lockpicks)
  • Some NPCs may give you preference over the loot if they like you enough

  • NPCs may fight each other or you over loot

  • Ability to coerce NPCs into yielding loot they picked up

  • Some NPCs will pay their respects to the dead

  • Fully animated and voiced

Possible Features in Future Versions:
  • NPCs will try and sell their loot
  • NPCs may offer to sell you the loot they picked up if they like you enough
  • Ability for humanoid creatures to loot

  • NPCs may bury their friends bodies

  • Guards will take loot off of dead bodies and place it into a nearby evidence chest (thanks for phoenix1213 for the idea)

  • NPCs will be able to pick up any item on the ground, not just weapons and shields

*Features in bold are new.
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Louise Lowe
 
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Post » Sat Feb 19, 2011 2:49 am

Hmmm... I am sitting here imagining myself, dropping things on the ground in town.. I would still own them wouldnt I?
The guards should chase and punish those who steal from the player if the player is within range of the items being picked up still.

I mention this because, I am a member of Craftybits and use craftybits often in towns, as they have nice flat places to craft shoes, or foods, or whatever it is I am making.

Would it also be possible to add a toggle to companions on looting things? I would hate to see my companion trying to help me pick things up to put in my bag, to suddenly have the guards shooting him with Arrows. :|
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Laura-Jayne Lee
 
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Post » Sat Feb 19, 2011 1:37 pm

Will NPC's pick up items on the ground that aren't shields or weapons? Just imagine the chaos of running this along with UV and PiiiP - Enhanced Grabbing! You're in a dark cave and see a couple of bandits in front of you. You decide to throw your Daedric Greaves near them so they become distracted and give you a chance to pillage that boss-level chest they're guarding. All of a sudden, the first bandit decides he'll take the Greaves on the floor. The other bandit decides that he saw them first and fights the first bandit for them. Then...voilla, you either have two weakened bandits to deal with, or just one! I'd find this to be pretty comical.
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^_^
 
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Post » Sat Feb 19, 2011 1:43 am


[*]Guards will take loot off of dead bodies and place it into a nearby evidence chest
(thanks for zone22 for the idea)
Zone22? :huh: :sad:
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stevie critchley
 
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Post » Sat Feb 19, 2011 12:26 pm

:embarrass: sorry phoenix1213. It must have been late..
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Barbequtie
 
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Post » Fri Feb 18, 2011 11:26 pm

:embarrass: sorry phoenix1213. It must have been late..
:lol: It's okay, I thought maybe he PMed you with the idea before me, but judging from his post it didn't seem so. :)
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Rachel Eloise Getoutofmyface
 
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Post » Sat Feb 19, 2011 8:00 am

Looking forward to this.

I think it would be hilarious to see NPCs stealing things with RGO which sends NPC criminals to jail if they can't afford the fine. If guards are near I can't see anyone trying to loot corpses unless they are of shady moral character.
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Dawn Porter
 
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Post » Sat Feb 19, 2011 8:29 am

Syclonix
Very good mod idea. Thanks! I also wondered why NPC's who killed an opponent with better and stronger gear do not take it and leaving it to the player. It seems to me not realistically.
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Mashystar
 
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Post » Sat Feb 19, 2011 12:49 pm

How much should an item be worth to be worth killing over? 1000 gold? I'll make it so that if it's under this value, NPCs will stop beating each other up when their health reaches 75% or 50%.

I think 700 gold is more realistically, because there are not so many items that are worth 1000 or more gold.
Possible Features in Future Versions:
..
[*]Guards will take loot off of dead bodies and place it into a nearby evidence chest[/b] (thanks for phoenix1213 for the idea)

For the current version: Guards will be still able to loot the armor/weapons without bringing them to the evidence chest?
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Sierra Ritsuka
 
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Post » Sat Feb 19, 2011 8:01 am

How much should an item be worth to be worth killing over? 1000 gold? I'll make it so that if it's under this value, NPCs will stop beating each other up when their health reaches 75% or 50%.


Actually the ebating up should have more parameters than just gold value. Guards should never beat anyone up. Beggars should start with a value way lower than 100 gold. Rich people should depend on gold value and Resp and so on.
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Ron
 
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Post » Sat Feb 19, 2011 6:03 am

I'm taking a bit of a break from developing this right now.. seem to have developed some carpel tunnel :(
I think 700 gold is more realistically, because there are not so many items that are worth 1000 or more gold.

For the current version: Guards will be still able to loot the armor/weapons without bringing them to the evidence chest?

I think I will stick with the gold value being 1000 since this is also the bounty value at which people will kill you rather than try to arrest you. And if you were to steal an item costing 1000 gold that would be your bounty, so it makes sense.

Guards will be able to loot armor/weapons, but only the guards in cities will bring them to an evidence chest.

Actually the ebating up should have more parameters than just gold value. Guards should never beat anyone up. Beggars should start with a value way lower than 100 gold. Rich people should depend on gold value and Resp and so on.

Guards will never fight over loot. There are other parameters in place other than just gold value such as responsibility, faction, and disposition. Finally, NPCs will not fight over loot under 100-150 gold.
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Alexander Horton
 
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Post » Sat Feb 19, 2011 10:33 am

Yay, OBSE 18 is out! Hope the mod is finished soon :)
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Emily Graham
 
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Post » Sat Feb 19, 2011 12:11 am

NPC's fighting is cool, but killing another NPC is not. Could be if you are talking about custom made NPC without any real purpose but existing in the game. Killing other NPCs could ruin quests. Or you can fake "death" with unconsciousness like for very important NPCs in vanilla. Meaning after one is uncoscious the winner takes it all. That means burial is not an option anymore.
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Vahpie
 
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Post » Sat Feb 19, 2011 11:55 am

Yeah, unless I were a bandit, I wouldn't kill someone over loot. I might, accidentally, but if I could I'd let them flee.
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Adriana Lenzo
 
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Post » Sat Feb 19, 2011 7:44 am

Syclonix

any progress? :)
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Amysaurusrex
 
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Post » Sat Feb 19, 2011 7:56 am

I've been told that people were waiting on my mods. I'm sorry, but there have been some hard personal issues that have come up in my life lately. I will not be continuing this project. Again my apologies for not letting anyone know.
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Ebony Lawson
 
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Post » Sat Feb 19, 2011 7:51 am

That's too bad man. Just found and read through this thread, and got excited about it. Was gonna offer some suggestions, but I guess that's unnecessary now.

Good luck with your problems. If you ever wish to pick this back up, I'd be glad to help test it.
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Shaylee Shaw
 
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Post » Sat Feb 19, 2011 11:08 am

My source files for both mods:

BRAINS: http://www.mediafire.com/?zkg3zymfmed

Finders Keepers: http://www.mediafire.com/?ynzziwyi13j

Here's everything I was working on-It is rather a mess but I do not have time to sort it out. Please do not contact me for help with the code.
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Darren
 
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Post » Sat Feb 19, 2011 1:04 pm

Come on you amazing modders out there, anyone willing to finish these mods?
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Gisela Amaya
 
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Post » Sat Feb 19, 2011 12:38 am

Can you make it so that after an npc picks up loot, it becomes legal to kill them? I really would not like someone to steal my loot, then not be able to slaughter them =)
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Peter lopez
 
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Post » Sat Feb 19, 2011 2:31 am

Can you make it so that after an npc picks up loot, it becomes legal to kill them? I really would not like someone to steal my loot, then not be able to slaughter them =)


Did you read that he has quit developing the mod?
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Honey Suckle
 
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