[WIP] Morrowind Comes Alive 7.0

Post » Thu May 03, 2012 2:15 pm

MCA7 is a very exciting prospect. Optional configurations to satisfy differing tastes for difficulty and increased animation - perfect. I really hope you go through with this plan. It will be a must-have for me.

BTW: Ignore the complaining, you're introductory comments make it obvious to me that you have the whole picture in mind. Unfortunately, the forums have become a little less polite lately - a temporary thing that happens whenever a new game is introduced (Oblivion, Skyrim...)
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Amber Ably
 
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Post » Thu May 03, 2012 10:26 am

You're asking him to remove his own content and replace it with someone else's. This makes me sadface. :(
You know that Neopts is the creator of MCA, right?

Plus, removing his undead would make all the undead vanish from Keening. This would make me sadCATface. 3:

I did notice he was the creator. but if i was going to have to chose MCA vs Antares Undead. Antares mod would win without hesitating. Its just that good. Besides if i used MCA i can't use Antares mod because they are incompatible. As far as your Unofficial Expansion Keening, you can always just replace them with Antares versions..
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Carlos Vazquez
 
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Post » Thu May 03, 2012 4:49 pm

Edit: No Comment.
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Alkira rose Nankivell
 
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Post » Thu May 03, 2012 8:11 am

:slap:

EDIT: Get a hold of yourself. Think of the bright side. If he was to use Antares version. You can add screaming Banshees in your mod :)
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Monika Krzyzak
 
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Post » Thu May 03, 2012 9:10 am

I find your request a bit rude. You're suggesting a mod creator simply throw away their work that they spent countless hours on? Also throw away all the integration you did with your Undead mod and MCA.

Perhaps a better suggestion would have been, can you expand the Undead portion of MCA to incorporate screaming banshees, or some other elements I like from Antares' mod?
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sally R
 
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Post » Thu May 03, 2012 2:22 am

Enderandrew, if you call it rude then i think your skin is thin. If i find his mod less better than the one Antares made, why not just do a switch? its called ego. I'm not saying his work svcks. Just that Antares has better features, and instead of having to recreate his own mod to incorporate those features why not just merge the mod together? Hes already using a lot of Antares works anyways.

EDIT Besides do you purposely try to butt heads with people? or is it just me?
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Red Bevinz
 
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Post » Thu May 03, 2012 6:45 am

:banana:
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Taylor Tifany
 
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Post » Thu May 03, 2012 5:43 am

I've seen mod creators leave the scene and delete their mods over rude responses. I agree that he is trolliing, but it deserved to be called out.
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Karl harris
 
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Post » Thu May 03, 2012 3:56 am

I swear I ran into that Shareel that last time I played and didn't notice any missing voices. First time I ran into her though. I was amazed after all these years that there is still things I haven't seen yet in Morrowind. She is the one that is half winged twilight? Whatever you come up with I'm sure it will be a welcome addition.
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Gisela Amaya
 
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Post » Thu May 03, 2012 1:07 am

:banana:
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Isaac Saetern
 
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Post » Thu May 03, 2012 1:02 am

I very much enjoy the undead in both MCA and Arise from Death. They each provide different things for me.
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lydia nekongo
 
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Post » Thu May 03, 2012 2:34 pm

You guys make me...not sick, but close. Now, I'm not on any side, but i think both sides on the past argument are just not thinking straight here. There was no true trolling, nor was there a reason to keep up the argument when they told why it isn't incorporated. Both sides are wrong here. Sorry for bringing this back up but seriously. Enough fighting here. This is Morrowind Mods, not a mosh pit. We all need to stop and grow up. I hope no more discussion is to be had on this. Shame to the one who brings this up again. Now, on to my comment on this:
__________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

I'm SO glad I can get rid of the bandits. I like a couple of raids to keep realism, but it was a bit much before. Thank you for deciding to let us customize it!
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Minako
 
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Post » Thu May 03, 2012 6:30 am

how am i trolling? I simply said i think he should merge Antares version instead of his own because Antares version is better quality.. I think you 2 just like to gank on people who disagree with you (makes me wonder who REALLY is trolling.. trolling the newer people on the forums) look he opened himself up for suggestions and feedback. I gave mine.

Now with that said, he COULD decide to go with Antares version, and then add his creatures to it. Would work good dont know if Nept's has animations for skeletons rising and falling apart though so it might look strange that some fall apart and some dont. I dont know..

But instead of you 2 bringing out the baseball bat, and calling me names. How about we settle this politely for you 2 have completely took my response as offensive (which i could hardly even see how that was so as i never said his mod "svcked, or was stupid" or anything of that nature)

I sincerly hope you 2 people dont make a mod and ask for feedback, as you probably will bash them for anything that doens't involve butt kissing.

edit: just posted this right after you Ryu, didnt see your post first :S
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Sylvia Luciani
 
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Post » Thu May 03, 2012 11:25 am

Whoa! That is terrible. See, THAT is trolling. I'd edit that out REAL QUICK!!! HURRY!!!
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Mike Plumley
 
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Post » Thu May 03, 2012 3:50 pm

Its the truth though Ryu, the original post of the author said "he is open to take suggestions".
I dont see how i was wrong to say that i wish he would use Antares version of the undead instead of his own. Antares put a lot of work into his version.. added missing skeleton parts and added animations, which Nepts did not have....

if you always say to the author that their work is good, that nothing ever needs to change. THEN IT WONT... simple as that.

edit; i used to use MCA a while ago, but i did stop using it. when Antares version of undead mod came out, i wouldnt want to not be able to use it because MCA is not compatible. if he could just merge it though........i could use both

but anyways to keep it on topic, i do agree with everyone else about how MCA npcs are too noticeable and overpowered. This def needs to change... thats funny how someone put it "Oh thats one of them MCA people"
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CArla HOlbert
 
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Post » Thu May 03, 2012 1:13 pm

It isn't as easy as it sounds. And those two you are criticizing are actually great people. They just, for some unknown reason, overreacted to your initial post. Then you blew up. Now, the part where you openly said Antares' was better might have angered someone but it's just an opinion. No reason to call trolls out on this. No reason to blow up on everyone either. Everyone needs to calm down and just "lurn 2 reed". In other words, read and understand a post before replying. Both sides have gotten out of hand and should calm down AND QUIT FIGHTING! There has been too much of that here lately. It needs to stop. If I was a moderator, I'd have already stepped in and put a stop to it. I hate forum fighting. No one is really to blame. Everyone misunderstood each other. "Simple as that." I am only trying to help here. If y'all want to keep fighting, do it through PMs. NOT the thread. There are a limited # of posts per thread and using it to fight is just wrong.
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Louise Andrew
 
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Post » Thu May 03, 2012 2:26 pm

to be honest, I used a lot of stuff from Neo's mod into mine (creatures, meshes, sounds, ideas) and Neo's kindly allowed me to use them :twirl:

About what undead mod to include, I believe the best would be to keep MCA as a Npc mod and not include any creature/undead mod in it. Lol, afterall, it's Morrowind comes Alive, not comes Undead :P
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flora
 
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Post » Thu May 03, 2012 8:22 am

Yes.
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naome duncan
 
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Post » Thu May 03, 2012 7:37 am

I am the person who did MCA Names for 6.0+. Some people have complained that seeing multiple of one person was kinda imersion breaking and it seemed more realistic when some people didnt have names. I would think a compromise between the two would be nice. Alot of NPCs could have names, but these would be non-recycled NPCs; other NPCs wouldnt talk and would not have any names but they would appear in more than one place. I think an even mix of these two or mabe 60/30 in favor of the named NPCs would be nice.

Also, it would be nice if you and Antares could coordinate a bit. I have a patch for Antares Big Mod and MCA 6.0+ so they work fine together.

I would be fine with bandits in the cities, but I think they should only come out at night. This gives you incentive to not go wandering around in the dark and provides a ready meal for those vampire players.

I also am in favor of the guards patroling on the roads. To further this however, I would really like it if the guards in the towns could walk a patrol route so they just arnt kinda milling about in the same place; this would also provide for thief characters to sneak by after the guards pass. this would also make the towns seem more alive. Having a few town gaurds stationary would be nice as well. In fact as further to this, fewer guards could be out at night as well.
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Lance Vannortwick
 
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Post » Thu May 03, 2012 2:45 am

I like the idea of making it TR compatible.
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ashleigh bryden
 
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Post » Thu May 03, 2012 4:57 am

I have used MCA before. I think versions 4 and 5. I have liked the names for the NPCs, but there was one ridiculous issue with name 'Avrarvy Icnith' that was as common as mud! I think there was at least one in each town! :D There was one female name too with the same issue, but I forgot which.

Also, I agree with what others have said about balance and number. I don't mind custom looks and equipment (as long as they don't have pink or green hair), but I'd like to have it balanced.
i.e. I don't mind having a hooded guy that I'll know at once he's from MCA, but pretty much Kovacius has said it all.
What I do like is having faces that are different from vanilla characters' faces, but without anime tattoos and hairstyles (general remark, I don't remember if MCA had it).
Plus, I'm happy for removing bandits too!
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amhain
 
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Post » Thu May 03, 2012 2:04 pm

Wow, I see two pages of comments, but alas, most of it is just people arguing. :wink:

I will try to answer most of your questions. Apologies if I spell any names wrong...

Jadefang: I just checked, and yes, one of the Mabrigashes was bald. Oops. She will have hair in 7.0

Leonardo2: Easy enough to remove the conflicting Ashlander spawns. I can either take that one out altogether, or make it an option that comes up in the startup menu to disable the spawn there if you are using Julan. I'll have a think about that one.

PeteMC: Most of those issues were fixed in 6.0/6.1, but the undead in the tombs could definitely use some balancing so I'll take a look at that. Would you like to PM me the background topics you wrote, and I'll see if I can work them in? :smile: Also, mca_lovesounds was a real pain in the butt to write, and it took me ages to get it working correctly. Maybe try replacing the sounds for one of the default races? One that your character isn't attracted to. :wink:

Slartibartfast1: Some of the undead enemies go up to level 100, and if you set the MCA_MoreEnemies to 2 you'll run into some pretty large bandit parties. Fighting 20+ level 40 Marauders in a Daedric Ruin is pretty tough for any character. I tried to avoid making NPCs higher than level 40 though, because they should be rare.

Aeven: The current version of MCA already has a Tamriel Rebuilt addon included.

MrGlasses: You can crank up the size of enemy parties by typing 'set MCA_MoreEnemies to 2' into the console. You'll see parties of 10+ on that setting.

Arcimaestro Antares: I will be dropping the levels of some of the friendly NPCs in this version - a lot of them are levels 30-40, which is totally unnecessary.

Kovacius: Yep, I will definitely try to make the NPCs more balanced. Although your experience in the Dunmer fort is exactly what I was trying to achieve - I freakin' love running into huge mobs of enemies and having to hack my way through. I love the desperation and despair. :wink: But I realise now that not everybody does! So the bandit spawns will be scalable, and removable if you don't want them at all.

papill6n: Do you know what the conflict is?

Superkitten: Yeah, there does seem to be an issue with difficulty around levels 5-10, where for a little while your character can end up facing enemies that are just way too powerful. I'll be looking into it.

MCA Undead will be staying (I spent WAY too many hours in NifSkope piecing those armoured skeletons and zombies together bit by bit not to use them!), but if there is a conflict between MCA and Arcimaestro's mod I'd be happy to fix it. I didn't realise they were incompatible.

Regarding backwards compatibility with earlier MCA addons, I'm afraid I can't promise anything there. There's going to be a LOT of re-balancing NPCs in this version, so there will be a heap of references being updated that would just get overwritten by an older addon (like MCA Names). I'm actually considering changing the name of the .esm file this time to prevent people from even running older addons at all. Every time I release a new version there's always somebody whining that it broke their game, and it inevitably turns out they're using an old addon that isn't compatible.
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Project
 
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Post » Thu May 03, 2012 5:34 am

I am a MCA-always user since version 4, will be for 7 .
I changed the http://www.gamesas.com/topic/1356950-your-morrowind-mod-wishlist/page__view__findpost__p__20509509 script a little mainly looking for better warping/Oblivion-like die hard companions. Feel free to use anything you may like in it.
Also, Startfire's-like teleporting mages should be easy to do and add a lot.
What I'd really love is having about 10 MCA companions with fleshed stories, interacting and bantering each other like Baldu's Gate companions... my imagination for stories and English skill for dialogue is not good enough to attempt something like this. But I see a lot of wonderful writers in the fiction/Role play forum, so having them to write stories/dialog and us to implement them maybe could make a dream come true...
[EDIT]typos
[EDIT2]looking at the mca_adventurers code, I see teleporting is present already, maybe just increase probablility a little, I love that effect
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мistrєss
 
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Post » Thu May 03, 2012 2:41 am

Reply for my idea. :D Sorry if I'm being disrespectful but I would like to know what you think about it please.
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claire ley
 
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Post » Thu May 03, 2012 11:11 am

Regarding backwards compatibility with earlier MCA addons, I'm afraid I can't promise anything there. There's going to be a LOT of re-balancing NPCs in this version, so there will be a heap of references being updated that would just get overwritten by an older addon (like MCA Names). I'm actually considering changing the name of the .esm file this time to prevent people from even running older addons at all. Every time I release a new version there's always somebody whining that it broke their game, and it inevitably turns out they're using an old addon that isn't compatible.

That's actually a really good idea - I get the idea that a lot of people forget which version they're using. So, if the next version is "MCA7.esm", and I have a mod that relies on "MCA", I can make a patch that is pretty obvious that it is needed in case, for some reason, object IDs of the undead, the faces, or hairs or whatever change. Hopefully they don't need to change, but if they do, I still appreciate all your hard work and I can just bite the bullet and make the patch.

MCA Undead is beautiful - thanks for including it, by the way. I'm constantly impressed by the fact that MCA is far more than an idle NPC-adder, but an essential package for a massive amount of content that I find indispensable.
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Stefanny Cardona
 
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