Hunted Nerevarine mod?

Post » Tue May 22, 2012 12:02 am

The first time a played Morrowind and became Nerevarine, I thought the temple and house redoran were supposed to hunt me down. The notice you receive definitely makes things appear that way. However, I was shocked to discover that, despite not being a member of the temple, and being a member of House Telvanni (which the temple dislikes), I was never attacked or sought out to be arrested by either. Does anyone know of a mod that makes the experience between being named Nerevarine and speaking with Vivec a bit more dynamic?
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Silvia Gil
 
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Post » Tue May 22, 2012 7:30 am

From UESP: "After you're named http://www.uesp.net/wiki/Morrowind:Nerevarine by the http://www.uesp.net/wiki/Morrowind:Urshilaku Ashlanders, the Ordinators might attack you on sight, if your disposition with them is very low. After you meet with Archcanon http://www.uesp.net/wiki/Morrowind:Tholer_Saryoni and http://www.uesp.net/wiki/Morrowind:Vivec_%28god%29, Ordinators will be more accepting."

But I agree that, according to the prophecy, they should ALWAYS attack you on sight after being named Nerevarine.

So... maybe it's a matter of eliminating the dependance on the "very low" disposition bit?

Let's see what CS experts say here.
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Jennie Skeletons
 
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Post » Tue May 22, 2012 2:30 am

I'm not a CS expert, but I'll see what I can do. Keep in mind, all I'm going to do is try to remove the "very low" disposition thing. Shouldn't be too hard.

Edit: Well, maybe not. My graphics card driver crashed when opening the CS. Pray for my baby, please.
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Kill Bill
 
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Post » Tue May 22, 2012 2:49 am

Great, gaddgadd.
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T. tacks Rims
 
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Post » Tue May 22, 2012 1:51 am

/pray
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Skrapp Stephens
 
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Post » Tue May 22, 2012 3:45 am

Alright, sorry it took so long. My nvidia drivers kept crashing (something I've battled with with this line of cards for a while), and I got called back to work for a stupid reason. :stare:

Without further ado, I present http://dl.dropbox.com/u/27876382/huntednerevarinealphav1.esp! Despite the alpha name, it is (should be) fully usable, I just plan to expand it significantly.

1) Ordinators will attack you on sight if you have become nerevarine for all three ashlander camps- until you meet with Vivec.

2) If you're in the temple faction, the ordinators shouldn't attack you unless their disposition is under 50. (which for most characters, is probably all the time.)

Technical Stuff:
Spoiler

1: Load this after any mod that changes the scripts. At the top of my head, I can't think of anything, but try to keep this mod late in the load order.
2: May be incompatible with mods that change the main quest significantly. (nerevar say nerevar, anyone?)
3: Should be compatible with LGNPC and other dialogue mods, but again, try to keep this mod late in the load order.

Further Plans:
Spoiler

As I was looking at this, I had a few ideas. Namely, people in the temple/House Redoran progressively getting angrier at you as you claim the title of nerevarine, and becoming suspicious/less angry as you become hortator. I also had an idea about ordinators and temple devotees randomly tracking you down, to try and kill you, and maybe a few would try to talk you out of this insanity.

Random Observations and Questions
Spoiler

1: Anyone know why Vivec has useless dialogue entries, that only activate when you have the unactivated dwemer artifact, when you can only get that when you kill him? Seems a tad strange.
2: Is the "ordinator_ball_ur" npc ever used? I can't find it in any scripts, and it has a count of 0.
3: I seem to love the spoiler tag too much.

Ninjaedit: Changed
When you get close to an ordinator, he/she will attack you,
to
Ordinators will attack you on sight
because it's more accurate.
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Lizzie
 
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Post » Tue May 22, 2012 2:55 am

This is an interesting idea. There appear to be two different attitudes about the player's heresy. After meeting Azura there is supposedly no tolerance for the false incarnate. However, after the player becomes Redoran Hortator and receives an invitation to meet with the archcanon the Ordinators are instructed not to arrest the player unless the latter has committed a crime. There is an official script that manages some of this, but it does not appear to be used in the game. I suspect that Bethesda recognized how problematic this would be to implement.

One can imagine that the player eludes arrest/harassment because he/she is not recognized by the ordinators. Certainly at a distance that is reasonable. To properly develop this would require a script extender, but I have a quick sketch of a mod that adds a little drama if the player should come very close to an ordinator and it depends on Morrowind only.

I think this might be an interesting addition to LGNPC Nerevarine. But then I thought contracting soul sickness would be a welcome feature of Pax Redoran, and now we have to offer a patch to prevent it from happening and keep players happy... so what do I know?


@gaddgadd: I only saw your post as I was preparing to add mine. Have you tested your approach? Your scripted AI instructions will only be applied to the first instance of that generic NPC and not all clones of it. This is why I believe a script extender is necessary.
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vicki kitterman
 
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Post » Mon May 21, 2012 10:44 pm

@gaddgadd: I only saw your post as I was preparing to add mine. Have you tested your approach? Your scripted AI instructions will only be applied to the first instance of that generic NPC and not all clones of it. This is why I believe a script extender is necessary.

At least with, this version, the scripts are really simple, although your comment is scaring me a bit. This is the changed "all_nerevarine" script:
Spoiler
begin All_Nerevarine

if ( GetJournalIndex B1_UnifyUrshilaku >= 50 )
if ( GetJournalIndex B2_AhemmusaSafe >= 50 )
if ( GetJournalIndex B3_ZainabBride >= 50 )
if ( GetJournalIndex B4_KillWarLovers >= 50 )
Journal B8_All_Nerevarine 50
if ( GetJournalIndex B8_All_Hortator >= 50 )
"ordinator wander"->setfight 60
"ordinator wander_hp"->setfight 60
"ordinator wander_ilpe_1"->setfight 60
"ordinator wander_ilpe_2"->setfight 60
"ordinator_high fane"->setfight 60
"ordinator_wander_hvault"->setfight 60
"ordinator_wander_tvault"->setfight 60
StopScript All_Nerevarine
else
"ordinator wander"->setfight 100
"ordinator wander_hp"->setfight 100
"ordinator wander_ilpe_1"->setfight 100
"ordinator wander_ilpe_2"->setfight 100
"ordinator_high fane"->setfight 100
"ordinator_wander_hvault"->setfight 100
"ordinator_wander_tvault"->setfight 100
StopScript All_Nerevarine
endif
endif
endif
endif
endif

end "all_nerevarine"
(Crap, the indents didn't carry over in to the post, so it might be a tad hard to read)
I didn't check with a save, just with modtestchargen, and I'm not sure how the engine handles clones of npcs. Are you saying that the "clones" stored in the save wouldn't get changed?

One can imagine that the player eludes arrest/harassment because he/she is not recognized by the ordinators. Certainly at a distance that is reasonable. To properly develop this would require a script extender, but I have a quick sketch of a mod that adds a little drama if the player should come very close to an ordinator and it depends on Morrowind only.
If you didn't change the fight rating of the npcs, just included the setfight function in the dialogue, it might be possible without an extender. Of course, this would require you to force dialogue, and I'm not sure how to do that. (It also might get annoying after a while.)

But then I thought contracting soul sickness would be a welcome feature of Pax Redoran, and now we have to offer a patch to prevent it from happening and keep players happy... so what do I know?

Rule #1 of bugfixing: Normally, players are overjoyed with a bugfix. But, if the fix makes the game even remotely harder, they will get pissed off.
This is more "feature addition" than bugfixing, but the same rules apply.
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Alada Vaginah
 
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Post » Tue May 22, 2012 7:52 am

Each instance of an NPC's ID placed in the game has a unique ID (an extension so to speak). You can see this in game by opening the console and selecting a guard. Following the familiar ID is an eight-digit number distinguishing this clone from another of that type. That is what prevents functions applied to that ID-type from applying to all clones of that type.

My remarks to you were in haste. Since I was thinking in terms of LGNPC Nerevarine it was unacceptable to me to alter the guards in anyway. However you could add a version of your script to each type of Ordinator (and Redoran guard), and it should work as you intended.

If you do go forth and initiate combat with the player, you may have to contrive a way to handle Tholer Saryoni's caution to the player about engaging ordinators in combat - that is unless the latter kill the player. :wink:
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TIhIsmc L Griot
 
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Post » Tue May 22, 2012 10:49 am

It would finally provide a reason to use the vivec sewer system/underwater entrances to get around though. And create an additional use for invisibility/sanctuary/sneak. I like it!
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Gemma Archer
 
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Post » Mon May 21, 2012 11:17 pm

Each instance of an NPC's ID placed in the game has a unique ID (an extension so to speak). You can see this in game by opening the console and selecting a guard. Following the familiar ID is an eight-digit number distinguishing this clone from another of that type. That is what prevents functions applied to that ID-type from applying to all clones of that type.
Yes, I know this, I was just wondering if changes applied to the "base" npc affected all clones. Apparently, not.

My remarks to you were in haste. Since I was thinking in terms of LGNPC Nerevarine it was unacceptable to me to alter the guards in anyway. However you could add a version of your script to each type of Ordinator (and Redoran guard), and it should work as you intended.

Crap, didn't even think of a local script. I wish that morrowind had could affect all objects of certain criteria in scripts. So, instead of
"every_npc_you_want_affected"->setfight 100
you could have
if (class == guard )
if (faction == temple )
setfight 100
Of course, it would need the ability to provide exceptions, too: 'if (id !="exceptednpc" )' for example. For this application, there would need to be an option to affect all local references, too, so it would affect the "clones".

If you do go forth and initiate combat with the player, you may have to contrive a way to handle Tholer Saryoni's caution to the player about engaging ordinators in combat - that is unless the latter kill the player. :wink:

Yeah, but their are a few points about his cautions:

1: It always seemed to me that he was telling you, even though they will try to attack you, avoid confrontation at all cost. Problem is, they never really tried to attack you.
2: I always thought he was cautioning you that the ordinators/temple would find it harder to accept that the player really is the nerevarine, and would attack you with more vigor, not that Saryoni would eat you if you did or something. Remember, this is the temple healer that cautions you, not Saryoni himself.
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Matthew Warren
 
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Post » Tue May 22, 2012 1:26 am

2) If you're in the temple faction, the ordinators shouldn't attack you unless their disposition is under 50. (which for most characters, is probably all the time.)
I disagree because they will only attack if you talk about the Nerevarine or their disposition is under let say 20-30. :smile:
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Lucky Girl
 
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Post » Tue May 22, 2012 5:11 am

I disagree because they will only attack if you talk about the Nerevarine or their disposition is under let say 20-30. :smile:

I'm not quite sure what you mean... are you suggesting I change that? Or, are you talking about vanilla MW?
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Tanya
 
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Post » Tue May 22, 2012 2:58 am

This mod would be a good addition to the Morrowind Overhaul - Game Experience compilation.
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Chris Johnston
 
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Post » Mon May 21, 2012 11:22 pm

Does it already work as intended by Gaddgadd or the discussion he is having with Cyrano means that we should wait for an update? Thanks guys.
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Adrian Powers
 
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Post » Tue May 22, 2012 5:16 am

Does it already work as intended by Gaddgadd or the discussion he is having with Cyrano means that we should wait for an update? Thanks guys.

Yes-mostly. The problem we were talking about is that some of the ordinators you've already met may not attack you until you talk to them. So, you can use this, and if you come across an ordinator that doesn't attack, just talk to him, and he should attack. However, I'm planning on updating this very soon, to fix the problem(and improve the approach in general), and add some of the unique ordinators I overlooked, so you might just want to wait. Your call.

Save games: Didn't think of this before, but If you've already gone into the cavern of the incarnate, use these console commands to update.
stopscript all_nerevarine
startscript all_nerevarine
If you've already talked to vivec, don't do this, or the ordinators will attack you forever.
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Terry
 
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Post » Tue May 22, 2012 8:08 am

Guess I'll wait. Thanks for undertaking this mod project, gaddgadd. It's much appreciated.
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Carys
 
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Post » Tue May 22, 2012 9:25 am

Yes thanks! This is awesome!
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Captian Caveman
 
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Post » Tue May 22, 2012 5:42 am

I'm not quite sure what you mean... are you suggesting I change that? Or, are you talking about vanilla MW?
Yes I suggest to change that and I think it doesn't matter for vanilla MW, because it would be almost the same for a unmodded vs modded game unless you're using mods to change that.
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Christine Pane
 
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Post » Tue May 22, 2012 7:45 am

Yes I suggest to change that and I think it doesn't matter for vanilla MW, because it would be almost the same for a unmodded vs modded game unless you're using mods to change that.

Well, I am changing it! Right now, ordinators will attack you on sight if you are nerevarine for all three ashlander camps, but if you're hortator as well, they will only attack at dislike. However, this is very much incomplete, since I intend to change how they view the player at each stage in the 4th and 5th trials, (as well as having the PC's factions and ranks in said factions affecting all this) and changing how the redoran guards view you. As such, you may wish to wait, as this is more of a working alpha.

Edit: Pretty soon, I'll post in the "show us what you're working on" thread, because I don't think this thread is terribly appropriate for discussing this, but a wip thread is overkill, at least for now, and perhaps never.
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Laura Shipley
 
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