[RELz] Morrowind Comes Alive 6.0

Post » Tue Nov 23, 2010 3:50 pm

6.1 is up, same link as in the first post. It's an upgrade to 6.0 at the moment - I'll upload a full version in a few days.

CHANGES IN 6.1- Female Dunmer thugs are no longer bald.- Mystics and Illusionists are no longer nvde.- Fixed a problem where the player could not enter dialogue with some MCA NPCs.- Fixed some script errors referencing missing IDs.- Fixed the vertex lighting on the Frost Lich meshes.- Made a new mesh for the Dire Frost Lich, which animates correctly this time.- Fixed the animation bug with the Clothiers of Vvardenfell add on.- Dead Pilgrims are actually dead now. Health should have been zero but it wasn't.- St. George crosses are really gone from the Crusader armor this time.- Bandits will now use any thrown weapons in their inventories before attacking with  a melee weapon.- Re-scripted the Courtesan sequence to something a bit more tasteful (and much less  gratuitous!). Animations by RX31.- MCA no longer modifies Bethesda's Bed_Standard script, so it no longer requires a  patch to be compatible with Necessities of Morrowind. Yay.- Restored some of the companions from 5.x that were missing in 6.0. I also added  some mini-quests to get the three daedric companions (Shareel, Arran and Zharna).  Ask around in Ald Velothi, Vivec and Tel Branora to get the quests.- Reduced the chance of Undead Knights spawning with glass weapons.- Gave the Vampiric Mist some sounds so they don't use the default Werewolf ones.- MCA Vampires will now spawn according to your MCA_MoreEnemies setting if you are  using the Vampire Realism patch.- Priests now offer healing services for a fee.

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Tamika Jett
 
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Post » Tue Nov 23, 2010 9:31 pm

:celebration: Yay!
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ShOrty
 
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Post » Tue Nov 23, 2010 2:13 pm

Awesome! Although I saw clodcosades say drunkards were still having problems, so I was really hoping for one of the changes to be "REALLY fixed the drunkards crashing the game", but I guess I'll take my chances... Just have to remember to always save my game before entering an establishment where alcohol is served just to be safe. Neoptolemus have the spawn points in Vivec been changed at all, or should a Vivec redesigned patch that worked with 5.x still work fine with 6.x?
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Doniesha World
 
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Post » Tue Nov 23, 2010 12:13 pm

2nd that - awesome!
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Silvia Gil
 
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Post » Wed Nov 24, 2010 1:26 am

Congrats on another great release for one of the best mods for Morrowind!
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Inol Wakhid
 
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Post » Tue Nov 23, 2010 10:03 pm

Thanks for the 6.1 update. :)
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Ryan Lutz
 
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Post » Tue Nov 23, 2010 12:00 pm

EDIT: Posted own thread.

Anywho, how come NPCs don't say things when you walk by, is it because they have masks on?
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Gwen
 
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Post » Tue Nov 23, 2010 1:29 pm

EDIT: Posted own thread.

Anywho, how come NPCs don't say things when you walk by, is it because they have masks on?


I thought I was the only one having that problem (granted, having tried out 6.0 yet) as I'd had that issue since 5.2. But it wasn't always like that, they used to talk to me but don't any more.
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Michelle davies
 
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Post » Tue Nov 23, 2010 7:46 pm

I'm pretty sure the drunkards bug was fixed, because they're not crashing my game. If anyone is still having problems it may be that they've upgraded from an earlier version, but haven't cleaned their save file with Wrye Mash. Any NPC which has the 'SetFight' command used on them will stay in a saved game file even after the mod they came from has been disabled. Then if a modified version of that NPC is introduced later, none of the changes will show up in game because Morrowind will just use the old ID in the save file. Does that make sense? Basically just clean your save with Wrye Mash, and if it STILL crashes I guess I'll have to try something else. ;)

Also, I don't remember changing any of the Vivec spawns since version 3 or 4, so chances are it will work fine. :)

And the silent NPC thing is explained in the FAQ section of the readme.
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mike
 
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Post » Tue Nov 23, 2010 3:43 pm

And the silent NPC thing is explained in the FAQ section of the readme.

Yeah I read that right after I asked haha. Another question, how come the companion NPCs won't talk to me, I left Julan at Ald-Ruhn so I figured he wouldn't be counted as following me, but they still won't talk to me, oh well though.

Great mod! Thanks for the updated version :)
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YO MAma
 
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Post » Tue Nov 23, 2010 11:16 am

Whoa, first I stumble upon a bargain priced GOTY edition of Morrowind on the internet (3€, which would equal circa $5), which I immediately order because I lost my Bloodmoon copy and now I find out that MCA 6.0 (!!) is out and NoM 3.0 is being worked on. A blessing some may say, realism and immersion fans around Vvardenfell, rejoice! Brilliant work Mr. Neoptolemus

Any plans of making these two (NoM 3.0 and MCA 6.x) compatible if need arises?
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Holli Dillon
 
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Post » Wed Nov 24, 2010 12:36 am

Is there any chance of making the MCA Names addon compatible to the latest version, or even integrating it into MCA? MCA is a brilliant mod, but it's still better if the spawned characters have proper names too. :)

Also, if I'm not way out in nowhere, I believe that the conversation options with almost all MCA characters is like... None? Or is this just caused by mod conflicts (I got quite a few different running...).
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Lily Something
 
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Post » Tue Nov 23, 2010 3:38 pm

Saimon, the only conflictions between these two that I've heard so far are the bed scripts. Neomptolmus already knows of it. Although there might be more conflictions like maybe one of his spawned NPCs might wind up in one of the static objects Taddeus put in the gameworld, like a fountain or the food of the gods restaurant. But I don't know because I haven't tested them out together.
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sas
 
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Post » Tue Nov 23, 2010 7:16 pm

I'm getting naked NPCs.
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Deon Knight
 
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Post » Tue Nov 23, 2010 12:04 pm

Model Load Error
Meshes\BG\BG_B_N_DElf_hair_02r.NIF cannot load file in
Meshes\BG\BG_B_N_DElf_hair_02r.NIF.
Will use the deafult object Marker_Error.NIF.

Model Load Error
Meshes\BG\BG_B_N_WElf_M_Hair_04r.NIF cannot load file in
Meshes\BG\BG_B_N_WElf_M_Hair_04r.NIF.
Will use the deafult object Marker_Error.NIF.
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stevie trent
 
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Post » Tue Nov 23, 2010 12:15 pm

Saimon: 6.1 is now fully compatible with all versions of NOM.

Jirki88: I didn't make the MCA names mod, so I won't be updating it myself. But if anyone else wants to do it they're more than welcome. Also, most MCA NPCs have the nolore flag so won't have conversation topics. They're only really meant to be scenery.

Casey Tucker: Might be a dirty save file? Did you follow the installation instructions in the readme?

Aldea Donder: Weird - I thought I'd removed all the references to those particular meshes. Can you post your mod list?
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Ebou Suso
 
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Post » Tue Nov 23, 2010 1:03 pm

Just a quick input, I meant making MCA 6.x compatible with the new NoM 3.x, when the full, ready-to-use, version comes out. As far as I know, it still is in beta.

I am fully aware that they are compatible now, great work. But who knows, maybe there will be some compatibility issues with the new NoM.
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James Wilson
 
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Post » Tue Nov 23, 2010 4:03 pm

Jirki88: I didn't make the MCA names mod, so I won't be updating it myself. But if anyone else wants to do it they're more than welcome. Also, most MCA NPCs have the nolore flag so won't have conversation topics. They're only really meant to be scenery.


Right, I can see where you're coming from, but wouldn't it at least be possible to assign the MCA-guys the standard conversational topics of a regular vanilla NPC of the same class?

Guess I'll just have to hope whoever made the Names patch will update it, because I don't know a cent about modding myself. :P
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x_JeNnY_x
 
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Post » Tue Nov 23, 2010 2:27 pm

Awesome, Neo! Congrats on finishing v6 of this monster. Looks like some good changes.
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Gemma Woods Illustration
 
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Post » Wed Nov 24, 2010 2:29 am

I was wondering if MCA plays well with creature x. Has anybody tried that?
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Samantha hulme
 
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Post » Tue Nov 23, 2010 12:03 pm

I was wondering if MCA plays well with creature x. Has anybody tried that?


I would say that it should if you import the levelled lists to your mashedl ists.esp file. Of course I haven't played MW much except to test mods (waiting for NOM 3 before I start) so I can't say, but I don't see why it wouldn't?

I have a couple compaitbility questions myself. I use the mods http://www.lgnpc.org/mod-secret-masters and http://www.lgnpc.org/mod-secret-masters. Both of these mods include MCA compatibility patches for older versions of MCA. Do these patches need to be updated to work with the newest version?
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Heather Kush
 
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Post » Tue Nov 23, 2010 10:43 pm

Aldea Donder: Weird - I thought I'd removed all the references to those particular meshes. Can you post your mod list?


http://img230.imageshack.us/img230/7614/modlist.png

I'm theorizing the cause of the problem may be Clean Redesigned Vivec com/mca patch? It's a shame if it's true, because I'd hate to have to choose between two mods as great as Redesigned Vivec and MCA. :(

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8446

Edit: Nope, I've just tried starting a new game with that that mod disabled in my load order, and I still get the same error messages! Although, curiously, they DO seem to pop up quite a bit in the Ebonheart / Vivec area...

Edit: Getting the error in Pelagiad, too... It may be more widespread than I initially thought. :(
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Jessica Lloyd
 
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Post » Tue Nov 23, 2010 6:23 pm

http://img230.imageshack.us/img230/7614/modlist.png

I'm theorizing the cause of the problem may be Clean Redesigned Vivec com/mca patch? It's a shame if it's true, because I'd hate to have to choose between two mods as great as Redesigned Vivec and MCA. :(

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8446

Edit: Nope, I've just tried starting a new game with that that mod disabled in my load order, and I still get the same error messages! Although, curiously, they DO seem to pop up quite a bit in the Ebonheart / Vivec area...



Has anyone else encountered these issues? Even with the potentially conflicting mod disabled, might it still be causing the error messages? ..... and MCA 6.1 is truely fixed and error-free?? Curious to know before I start installing a new set of mods for a new game :)
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Nany Smith
 
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Post » Tue Nov 23, 2010 5:17 pm

Alright, I've found the source of the problem! The issue wasn't caused by the MCA plugin at all, but was a symptom of missing files demanded by World of Faces. I'm not certain, but did MCA 5 use face/head assets that were common to WoF? If so, it's entirely possible those files were removed when I disabled the MCA 5 replacer directory in Wyre. Oh well! Problem solved at any rate. :)
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courtnay
 
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Post » Tue Nov 23, 2010 12:38 pm

Also, on a completely another note... I was accidentally running two versions of MCA earlier, which effectively doubled the spawnrates of NPCs too... And damn, I liked that! Now that was how I wanted it, fairly crowded in the cities. So I would wonder if it'd be possible to "double" the spawns of MCA or so (running two versions gave some problems too) :P
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lolli
 
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