The Less Generic NPC project is proud to be the first to release a version of its work designed expressly to take advantage of Open Morrowind hype.
LGNPC_OM installments were developed with ultimate mod compatibility in mind - and so mild that they will not upset the fastidious OpenMW game engine.
In truth, 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. Imagine our disappointment (to say nothing of yours) when work on the Morrowind game experience overhaul stalled. However when we realized that we merely had to transpose two letters in the file's name we enthusiastically adapted this version of our mods to Open Morrowind.
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_OM, 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_OM 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_OM version of our work might be for you.
Individual town mods currently available from our site:
LGNPC_HlaOad_OM
LGNPC_Khuul_OM
LGNPC_MaarGan_OM
LGNPC_Pelagiad_OM
LGNPC_SeydaNeen_OM
LGNPC_VivecFQ_OM
LGNPC_VivecRedoran_OM
Merged bundle of the previous town mods available from our site:
LGNPC_Merged_OM
Answers to frequently asked questions:
Why would I choose to use the Open Morrowind 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 Open Morrowind version of LGNPC mods make to my game?
With few exceptions LGNPC_OM 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 Open Morrowind version of LGNPC mods? Would that create a conflict?
Technically yes, but LGNPC_OM 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 Open Morrowind 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_OM mods.
Can I use Open Morrowind versions of LGNPC town mods with full LGNPC mods?
Yes. They are perfectly compatible.
What happens if I use both the Open Morrowind 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_OM 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_OM mod if you loaded them together in the construction set.
Can I merge the Open Morrowind version of a LGNPC mod with its full version counterpart to open a slot on my mod list?
:rolleyes:
What is the proper load order for Open Morrowind 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_OM 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 Open Morrowind 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_OM 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 Open Morrowind 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 Open Morrowind version of LGNPC mods?
A separate download page exclusively for our http://lgnpc.org/open-morrowind-downloads content is linked from our original, and lately updated http://lgnpc.org/downloads page at the http://lgnpc.org/home.