[RELz] Morrowind Comes Alive 7.0

Post » Thu May 31, 2012 4:57 am

Okay, I'm done with this for now. Download link is here: http://morrowind.nexusmods.com/mods/6006

Some screenshots there too. And here is the full changelog:

CHANGES IN 7.0- Added Sailors to Ebonheart, and to Firewatch if you're using the TR Addon.- Added animated reading NPCs to booksellers, libraries and Mages Guilds. Animations courtesy of Arcimaestro Antares.- Added sitting NPCs to all taverns, which will appear and disappear just like the regular MCA NPCs. Animations also courtesy of Antares.- Added some new quivers to go with the different armour sets, based on a mesh by Dongle.- Added spawn points to all bandit caves and ruins in the Tamriel Rebuilt addon.- Added Courtesans to the taverns in the Tamriel Rebuilt addon.- Added the three new longbows from Forgotten's Longbow Pack. Meshes by Zyndaar, textures by UQForgotten.- Added some raggedy scraps of clothing to the armoured skeletons.- Gave the bald Mabrigash some hair.- Added a new hand cart variant for the Travelling Merchants.- Added Skeleton Paladins, wearing Jeremy's Knights of Tamriel armours.- Added Royal Sharpshooters to Mournhold.- Added some missing sound files for Shareel and the Phantom NPCs.- Set praying Pilgrims' wander distance to 0.- Reduced (in some cases halved) the levels of most passive/friendly NPCs. There were quite a lot level 30 and over, which should be pretty rare on Vvardenfell.- Rebalanced most hostile NPC and creature lists. Some were set to appear way before they should have, meaning ridiculously tough fights at levels 10 to 20.- Some Noblemen will now carry walking canes. Mesh by Dongle.- Corrected the UV mapping on the Sixth House Longbow bowstring so it's not striped.- Fixed the holes/gaps in the Sixth House Helmet mesh.- Added two new ethereal Ash monsters: the Ash Spectre and Ash Shade.- Added a Sixth House Short Bow for the low-level Sixth House archer NPCs and creatures, and a Sixth House Mace for the warriors.- The Nether Lich is now ethereal.- The Ash Slave and Ash Ghoul Archers now wear a Sixth House Quiver.- Reduced the chance of hostile NPCs spawning in dungeons from 67% to 34%.- Removed all high-end weaponry from Travelling Merchants.- Removed all Ebony and Daedric equipment from the MCA leveled lists.- Removed the Crusader shields with the St George cross on them.- Removed one of the really long hairstyles, as it was clipping with armour.- Removed the annoying flies sound from the zombies.- Removed the Skeleton Crusader with the spotless white armor.- Bandit arrows are now correctly randomized, instead of always spawning with one type depending on the player's level.- Incorporated the old Guards Patch into the main .esm.- Tamriel Rebuilt guards will now come to your aid when you are attacked by bandits if you are using the TR addon.- Hostile Mages will now attempt to teleport away if their health gets too low. This will be interrupted if you manage to hit them.- Created unique female-only leveled lists for Tel Mora.- Fixed a scripting error that would sometimes prevent Rogues from appearing.- Friendly NPCs in interiors will now be stationary unless they are in an area like a stairwell, hallway or plaza where they won't get in your way (or try to walk in  or on top of the furniture).- Friendly NPCs in interiors will now appear and disappear depending on the time of day, and what type of interior they are in. For example, NPCs in shops will  now disappear at night, while those taverns will hang around until about 2 AM.- Added some new background dialogue to the companions Yasmine, Ghrash, Kagha, Catherine, Marianne, Susan, Isolde and Laeril. Huge thanks to PeteMC for  taking the time to write them.- Had another go at fixing the Drunkards CTD (I think I got it this time).- Added Caravaners, who will spawn on roads with their caravans and a guard escort.- Replaced the Companion NPC script with a new, much more advanced version by abot.- The keys for Shareel and Zharna's quests are now detectable via the Detect Key spell.- Created a new setup menu which will activate when you load MCA for the first time, or start a new game, where you can choose to enable or disable certain NPC  types and features.

Enjoy!
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Javier Borjas
 
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Post » Wed May 30, 2012 7:57 pm

Thanks, Neoptolemus! Will try this out when I'm home later today.
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Valerie Marie
 
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Post » Thu May 31, 2012 5:22 am

Thanks again, Neo! <3 EXCITED!
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Enie van Bied
 
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Post » Thu May 31, 2012 6:46 am

:thanks: Neoptolemus! :celebration:

You haven't consider to host MCA on other sites there isn't required to be a member for downloading MCA. Also does this release means that MCA 6.x can be permanently archived on MMH? :smile:
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Calum Campbell
 
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Post » Thu May 31, 2012 12:14 am

:clap: :clap: Congrats on the release !
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Sun of Sammy
 
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Post » Wed May 30, 2012 10:22 pm

One of the best mods... Thanks!
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!beef
 
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Post » Wed May 30, 2012 6:07 pm

Downloading! :twirl:
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Nadia Nad
 
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Post » Wed May 30, 2012 9:08 pm

Marvelous, thanks a million!
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Prisca Lacour
 
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Post » Thu May 31, 2012 5:13 am

I just tried to load a new game with the mod and got this error (only this one error though):

unable to find "_MCA_skeletoncrusader" in script mca_skeletons
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Kortknee Bell
 
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Post » Wed May 30, 2012 8:00 pm

Instant DL. Thanks for sharing, Neoptolemus. :banana: :bunny: :clap:




KF
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Brandon Wilson
 
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Post » Wed May 30, 2012 8:53 pm

Looks great!
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Antonio Gigliotta
 
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Post » Wed May 30, 2012 8:26 pm

Has anyone else gotten the above error I received when loading the mod?? If not I'll try redownloading it, but I opened the esm up in the CS and the reference for skeleton crusader is indeed missing an entry under the creatures tab.
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Doniesha World
 
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Post » Thu May 31, 2012 6:28 am

Thanks a lot Neoptolemus. I love MCA.
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Monika Fiolek
 
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Post » Thu May 31, 2012 2:01 am

Has anyone else gotten the above error I received when loading the mod?? If not I'll try redownloading it, but I opened the esm up in the CS and the reference for skeleton crusader is indeed missing an entry under the creatures tab.
A PM to Neo has been already sent, he will find the best fix. If you are impatient and confident with CS, a possible solution is changing mca_skeletons script this way:
elseif ( companionclass == 17 )	; PlaceAtMe, "_MCA_skeleton_crusader" 1 128 1 ; not found /commented out and replaced /abot	PlaceAtMe, "_MCA_skeleton_templar" 1 128 1
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Aliish Sheldonn
 
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Post » Thu May 31, 2012 12:03 am

Has anyone else gotten the above error I received when loading the mod?? If not I'll try redownloading it, but I opened the esm up in the CS and the reference for skeleton crusader is indeed missing an entry under the creatures tab.

Yes, I ended up with the same message.
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Cat Haines
 
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Post » Thu May 31, 2012 3:15 am

A PM to Neo has been already sent, he will find the best fix. If you are impatient and confident with CS, a possible solution is changing mca_skeletons script this way:
elseif ( companionclass == 17 )	; PlaceAtMe, "_MCA_skeleton_crusader" 1 128 1 ; not found /commented out and replaced /abot	PlaceAtMe, "_MCA_skeleton_templar" 1 128 1
Thanks for the temp. fix abot!
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kyle pinchen
 
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Post » Thu May 31, 2012 7:02 am

Oh yeah. Whoops! I deleted the Skeleton Crusader and forgot to take it out of the script.

I will upload a fix tonight when I get home from work.
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Floor Punch
 
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Post » Wed May 30, 2012 11:21 pm

i cleaned it with tes3cmd, there are some harmless amb light edits, been playing with it for an hour and no errors besides the skeleton one on startup..
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Jeff Turner
 
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Post » Thu May 31, 2012 7:15 am

I have this weird occurrence... I downloaded this earlier and installed it, and gave it a quick test. I got the skeleton error, fixed it by replacing the crusader with a knight, and all was well.

I added GDR and Deus ex machina, and Cait's critters, and finally MGE. Now Marianne de Castor and all dunmer female commoners are naked. I don't really object to naked women, but it seems a bit unusual. I know de Castor was clothed earlier... but I can't figure out what stripped her and the others of their clothes. I've tried changing the load order so the MCA COV patch was tried on both sides of COV but it makes no difference.

Any thoughts?
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Stephy Beck
 
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Post » Thu May 31, 2012 6:16 am

A PM to Neo has been already sent, he will find the best fix. If you are impatient and confident with CS, a possible solution is changing mca_skeletons script this way:
elseif ( companionclass == 17 )	; PlaceAtMe, "_MCA_skeleton_crusader" 1 128 1 ; not found /commented out and replaced /abot	PlaceAtMe, "_MCA_skeleton_templar" 1 128 1

I used Morrowind Enchanted Editor to change the script, but am getting the same error. One of the MCA addons maybe?
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Lyndsey Bird
 
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Post » Thu May 31, 2012 1:43 am

I used Morrowind Enchanted Editor to change the script, but am getting the same error. One of the MCA addons maybe?

Open the CS, open that script, scroll down to == 17

Just look around in the scrip for one you want (I used skeleton Knight) and change the crusader ID to the Knight or Templar or whatever. Save the script, then save the mod and exit.
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Benjamin Holz
 
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Post » Thu May 31, 2012 8:58 am

The fix is up, same link as in the first post. Sorry about that, and thanks to those of you who PMed me to let me know. ;) I've also re-uploaded the whole package with the fixed .esm, so those who haven't downloaded it yet won't need the patch.

Leonardo2: What other hosting sites are there? I'm not really up with the play these days.
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ijohnnny
 
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Post » Wed May 30, 2012 5:02 pm

I used Morrowind Enchanted Editor to change the script, but am getting the same error. One of the MCA addons maybe?
I said confident with CS for a reason. In case you are still interested now that the official fix is out, to effectively change a script you have to copy the .esm to a .esp (CS can edit/save .esp, you can copy .esm to .esp from Mash for instance), load it in CS, fix script source code, save the script (=recompile the script to generate Morrowind internal op-codes used to run the script at game time), save the .esp, clean it from CS generated garbage, copy it back to .esm.
The fix is up, same link as in the first post. Sorry about that, and thanks to those of you who PMed me to let me know. :wink:
Thanks for the quick update, there's still a little more in that PM :happy:
[EDIT]typos
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Matt Fletcher
 
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Post » Thu May 31, 2012 1:21 am

Leonardo2: What other hosting sites are there? I'm not really up with the play these days.
You have PES as usual but since APY retired and moved on Xargoth plus 2-3 more people has taken over. Also the fact that IGN has decided to shutdown Fileplanet and lot of modders have move their mods elsewhere. Some have TES Alliance as their primarily hosting site while other modders hasn't abandoned PES yet, but I think you should know that Fligg stepped in to backup PES for all Morrowind, Oblivion mods there is and every mod that had the redistribution allowed http://www.gamesas.com/topic/1371537-modder-permissions-database/ is now hosted on http://mw.modhistory.com/. If you wish and are planning to update MCA later then I suggest that you uploaded MCA to http://download.fliggerty.com/ and it's easy to update mods there plus it has an additional file option for patches like this one for MCA. All you need to do is to sign up on http://www.fliggerty.com/phpBB3/index.php and upload MCA to GHF Download, but as a modder you always have full access to your mods there.
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Grace Francis
 
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Post » Thu May 31, 2012 6:37 am

Nevermind, I fixed it... No more naked ladies, it was my screw-up to start with. :blush:
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helen buchan
 
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