[RELz] LGNPC - Dialogue Only Edition

Post » Wed Feb 25, 2015 11:01 am

[Relz] LGNPC - Dialogue Only Edition

This version of our mods was developed for inclusion in the http://www.gamesas.com/topic/1211599-wipz-morrowind-overhaul-game-experience/. It is purely a dialogue expansion with no quests, no new objects, no scripts and no cell changes that might invite conflicts with other mods bundled in the overhaul. LGNPC lite, as some have called it. Individual mods were designated LGNPC_MO for Morrowind Overhaul edition. Although work on the Morrowind game experience overhaul has stalled there is still a place for scaled-down versions of our mods that will be more widely compatible with other mods

At this time not all of our town installments have been modified for this purpose, but more are on the way. We offer a single merged plugin of LGNPC_Lt, or you can install individual town mods (a la carte) for those who wish to use particular original (full) versions of our mods. LGNPC and LGNPC_Lt mods may be used together, but there is no value in using both files for the same town.

So if you want less generic NPC dialogue without all the problems that LGNPC mods may introduce, then the LGNPC_Lt version of our work might be for you.

Individual town mods currently available from our site:

LGNPC_HlaOad_Lt

LGNPC_Khuul_Lt

LGNPC_MaarGan_Lt

LGNPC_Pelagiad_Lt

LGNPC_SeydaNeen_Lt

LGNPC_VivecFQ_Lt

LGNPC_VivecRedoran_Lt

Merged bundle of the previous town mods available from our site:

LGNPC_Merged_Lt

Answers to frequently asked questions:

Why would I choose to use the dialogue only version of LGNPC mods?

Many LGNPC mods make changes (modify NPCs, add objects to cells) that may conflict with changes made by other mods.

Are the mod conflicts generated by using LGNPC mods really that serious?

Perhaps they are. It depends on the nature of the conflict and the tolerance that the player has for such incompatibilities. Most conflicts can be resolved by merging objects or adjusting load order, but if another mod makes dramatic changes to a cell it could break a LGNPC quest or vice versa.

What changes does the dialogue only version of LGNPC mods make to my game?

With few exceptions LGNPC_Lt adds new dialogue responses only. LGNPC Maar Gan retains a script and global variable for the functionality of the healer http://www.uesp.net/wiki/Morrowind:Tashpi_Ashibael. LGNPC Vivec Foreign Quarter retains two scripts, a global variable and five new potions to preserve features of three NPCs.

What if another mod adds new dialogue to the same topic for the same NPC as addressed by the dialogue only version of LGNPC mods? Would that create a conflict?

Technically yes, but LGNPC_Lt mods are designed to load early. The changes made by another mod would supersede ours. The LGNPC response would not be available, but it would not break any quests.

Are there quest available in the dialogue only version of LGNPC mods?

No. Most quests involve making some sort of change to the game world: cell changes, new objects or scripts. Those are the sorts of things that have been removed in creating LGNPC_Lt mods.

Can I use dialogue only versions of LGNPC town mods with full LGNPC mods?

Yes. They are perfectly compatible.

What happens if I use both the dialogue only version of a LGNPC town mod with the full version of that town mod?

Nothing except that you deprive yourself of the option of adding another mod to your game if you are bumping your head on the 255 mod limit. LGNPC_Lt mods are designed to load before the full version of our mods, so the latter will overwrite any changes made by the former. Since they share identical dialogue info IDs you would not even detect the presence of the LGNPC_Lt mod if you loaded them together in the construction set.

What is the proper load order for dialogue only versions of LGNPC mods and full LGNPC mods?

This is handled automatically by the file's date stamp. However should it be necessary to move mods within the load order to preserve compatibility with other mods the following should be used as a guide for relative load order:

LGNPC_NoLore

Individual LGNPC_Lt mods or bundle

Full LGNPC mods

LGNPC_IndarysManor

LGNPC_TelUvirith

LGNPC_ SecretMasters

LGNPC_VivecRedoran

LGNPC_Pax Redoran

LGNPC_Pax Redoran Soul Sickness Patch

Where should Less Generic Nervarine, Less Generic Tribunal and Less Generic Bloodmoon be in the load order?

I don't know. Those are not LGNPC mods... perhaps after all LGNPC mods load. Less Generic Nerevarine is the one most likely to conflict with LGNPC mods.

When can we expect to see more dialogue only versions of LGNPC mods?

I don鈥檛 know. We have a lot on our plate. While it does not take that much time to create a LGNPC_Lt mod from the original full version, we want to know that we are working from a mod that does not have existing problems so we want to address those problems first.

Will there be an dialogue only version of LGNPC Pax Redoran?

That is doubtful. LGNPC Pax Redoran is a very quest-heavy mod. After stripping out the quest-related content there would not be much left that is not already addressed by a Redoran town mod.

Will the LGNPC team still be releasing fully developed town installments in the future?

Yes.

Where can I acquire the dialogue only version of LGNPC mods?

A separate download page exclusively for our http://lgnpc.org/dialogue-only-downloads content is linked from our original, and lately updated http://lgnpc.org/downloads page at the /home.

Edit: added emoticon (I forget those things are important sometimes).

Edit: After a dramatic revision of this post removed most of its whimsy I decided the emoticon was no longer necessary.

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Bellismydesi
 
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Post » Wed Feb 25, 2015 8:53 pm

OpenMW hype!

The first OpenMW version of an existing mod maybe, but the award for the first OpenMW exclusive mod ever goes to me: https://www.youtube.com/watch?v=uLftoQqZuyw&feature=share%C2%A0

and if not it can be found / asked in forum's support / a new bug.
common sense and technicality used in not taking in the straightforward bugs of the original engine

: )

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biiibi
 
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Post » Wed Feb 25, 2015 9:43 am

Hi Cyran0. You mention LGNPC_NoLore. IIRC, at one time there was a serious bug in it that affected Khajitt NPCs' dialogue and LGNPC recommended not using it until further notice. Does this mean that LGNPC has fixed the bug so that Khajitt react as other NPCs to the player character? If so, is the corrected mod now available at the LGNPC web site?

Also, I see you'all have included a 'lite' mod for Pelagiad. Again, IIRC, that was a town that LGNPC was going to tweak some more, particularly because the merchant's story line could generate a few problems. Will this new series (for lack of a better term) keep his dialogue intact minus the quests then or does he revert to whatever his tradtional (vanilla MW) dialogue was?

Regardless, glad to see that you all are making progress. I'm looking forward to future releases of the LGNPC mods that are 'full-bodied' :smile:

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Joanne Crump
 
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Post » Wed Feb 25, 2015 3:23 pm

Sounds interesting, however, I agree with Pluto about the name being confusing. Even more so as you always refer to the project as "Open Morrowind" and abbreviate it with OM, but the developers are very persistent about it being called "OpenMW" and in all their videos it is even pronounced just like that, with MW as individual letters - even though technically they still refer to Morrowind, of course. Though to avoid further confusion I would recommend you change the name to include the official name of the project and replace the title in your post, and I think it would be more appropriate to abbreviate it as OMW. I know a lot of people call it "Open Morrowind", but that's just not the name of the project, and it is even misleading considering that it's not an open source remake of "Morrowind" as a whole but only of it's engine.

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JaNnatul Naimah
 
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Post » Wed Feb 25, 2015 4:24 pm

I see.
Hopefully all the bugs get squashed, so we don't have to worry how some mods might work.
But with time, I'm sure the team (and the community) will find them all and get it sorted :)

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C.L.U.T.C.H
 
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Post » Wed Feb 25, 2015 1:43 pm

@Pluto: Players might have that confusion if they do not read closely. In that case they will just have to use the full version of our mods *sigh*

That has been the general opinion. I have not been following the project closely, but we have received feedback about three of our mods that failed to load as a result of minor irregularities that did not upset Morrowind's engine... and then there is https://wiki.openmw.org/index.php?title=Mod_status.

@somefonar: Thanks for the link. We will look at some of those issues more closely

@JH: Yes, the Khajiit vampire greetings bug was fixed with version 2.01

In general we stripped away all quest-related dialogue, and in some instance other responses that required a local variable filter (NPCs have been cleaned of scripts). Mebestian Ence, and other NPCs in similar circumstances still have their less generic responses to generic topics.

'Full-bodied'... I like that.

@Pherim: Your points are well taken. Sadly I believe it is beyond my power to edit the topic's title, but Pluto or another moderator is welcome to do so.

I confess that I indulged myself with a little whimsy when I wrote the original post. As I described, the mods were not conceived or created with OpenMW in mind. I saw (in my opinion) a humorous twist and ran with it. The point being they should run under OpenMW when some other LGNPC installments do not in their current form. I can edit the announcement post if people feel it is really necessary.

I will add that by tagging our mods _OM (a designation not associated with official OpenMW content) we do not align ourselves with the project. It is sort of like Ostar's 'Less Generic' mods. It was a stipulation we agreed to so players might have some understanding of the content, but know that LGNPC team is not credited with its development or responsible for its support. I get that it is a subtle distinction, but then so is the offence offered in my use of _OM that soon hereafter may mean "Omne Mane" to remind players to enjoy our mods once each morning, or perhaps simply "outmoded". I guess I'm still feeling a little feisty.

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KIng James
 
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Post » Wed Feb 25, 2015 5:40 pm

I'm very glad to hear about this wonderful mod. The complete bundle of released-at-the-moment LGNPC entries has been in my load order since I first tried it.

I agree that the OpenMW connection upfront is a little misleading. Perhaps creating a specific section in the post for OpenMW users?

Anyways, cyran0, let me tell you I am really, really happy to hear you're planning updates to the full mods, including new ones! I'd like to see another town taken into LGNPC team treatment they deserve! (Balmora...?)

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Symone Velez
 
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