[RELz] Morrowind Comes Alive 6.0

Post » Mon Nov 22, 2010 10:55 pm

------------------------------------------------------------------------------------Morrowind Comes Alive v6.0 by Neoptolemus - Tribunal and Bloodmoon required------------------------------------------------------------------------------------Adds 1000 types of NPCs to over 400 cells via leveled lists to bring Morrowind to life. All NPCs have random heads, hair, and equipment (so no two will look thesame), and appear and disappear at random. This 'rotation' simulates people traveling to and from towns, and going in and out of the taverns, shops, guilds etc.The aim of the mod is to alleviate the staticness of the Morrowind world, as wellas adding colour, variety, and new challenges for players.It also includes the 150 new types of undead from my other mod, 'The Undead' plusthe 21 new ash monsters from 'Minions of House Dagoth', with over a hundred newcreature meshes.This mod alters some of Morrowind's leveled lists, so you will need to use a leveledlist merging tool if you want to use it with other mods that do the same. The besttool is Wrye Mash, available from http://wryemusings.com/As of version 6.0, MCA now uses the heads and hairstyles from 'Westly's Master HeadPack', with kind permission from Westly. These are not included in this download,so head on over to http://planetelderscrolls.gamespy.com/ and grab it if you don'thave it already. Note that you don't actually need to have it activated in yourgame, as MCA uses all its own references and is not dependent on Westly's .esp.It is also strongly recommended that you use MCA in conjunction with 'TamrielRebuilt' Maps 1 and 2, and Jeremy's 'Divine Domina' mods.------------------------------------------------------------------------------------CHANGES IN 6.0------------------------------------------------------------------------------------- Fixed the bug where companions would levitate instead of water walking.- Fixed the bug where Merchants' carts would sometimes bob around.- Fixed Bandit ambush scripts so the ambushers appear behind the player instead of  in front.- Fixed bug where drunkards would crash the game. Sorry about that one.- Reduced the frequency of bandit attacks in towns. They also won't spawn until  level 3 now, so no more getting mobbed after stepping off the boat in Seyda Neen.- Guards no longer carry daedric or ebony weapons.- Added Fanatics: crazy naked people who spawn in Daedric ruins.- Added corpses of all adventuring classes to the wilderness and dungeons.- Added Peddlars, who will spawn in towns selling basic wares.- Added Beggars of all races.- Added Hlaalu Agents.- Added Redoran Enforcers.- Added Hags.- Added Thieves, who sneak around on rooftops and in alleyways at night.- Added Customers to shops, carrying shopping baskets.- Removed Druids. You're right, this is Tamriel not Faerun.- Hostile Mages have been divided into four classes: Illusionists, Mystics,  Conjurers and Sorcerers.- Added Highwaymen and Brigands to various crossroads around Vvardenfell.- Outlaws are now Marauders (ala Oblivion).- Removed St. George crosses from the Crusader armour.- Bards and Minstrels now carry their lutes on their backs.- Pilgrims in temples and at pilgrimage sites now use Lingarn's praying animations.- Pilgrims, Novices, Laymen and Travelers now carry staffs set up as shields.- Rogues no longer funtion as guards, so they won't haul you in if you commit a  crime.- Assassins no longer spawn in towns during the day.- Merged in the changes from 'The Undead 3.1' and 'Minions of House Dagoth 1.1'.  These mods are now obsolete if you are using MCA 6.0.- Balanced all loot/equipment lists for hostile NPCs so you they don't carry as much  expensive gear.- Rewrote ALL scripts for better performance.- Made some new add on .esps.Plus hundreds of other fixes I've probably forgotten about.------------------------------------------------------------------------------------USING THE OPTIONAL ADDONS------------------------------------------------------------------------------------MCA - Guards Patch.espThis .esp adds a script to the default Morrowind guards that will make them help youout if you are fighting any hostile NPCs added by Morrowind Comes Alive. It alsoadds scripts to the Dark Brotherhood Assassins and the hostile NPCs on Solstheim(Reavers, Fryse Hags etc), so the guards will also aid you against them. This .espwill conflict with any mod that also modifies the original guards in some way,though these conflicts can usually be resolved by using TESTool's 'Merge Objects'function. The exceptions are mods which also assign scripts to the guards, whichwill not work alongside this .esp.MCA - NOM Patch.espThis esp resolves a small conflict between MCA and Necessities of Morrowind. Onlyactivate it if you are using Necessities of Morrowind - if you activate it withoutit it won't destroy your game, but you won't be able to sleep in beds.MCA - Vampire Realism Patch.espUse this esp if you use Jaxalot's Vampire Realism mod, and want the vampires addedby MCA to require staking like the VR ones. Don't activate it without VR, or it willprobably screw up your game.MCA - COV Addon.espThis esp is for use with the 'Clothiers of Vvardenfell' mod by Korana, BadKarma,and Lady Rae. With this enabled, some NPCs will now be wearing the clothing from COV.MCA - Divine Domina Addon.espUse this esp to integrate MCA with Jeremy's Divine Domina mods. All cuirasses addedby MCA will have female versions, and some of the completed armour sets will show upon NPCs.MCA - TR Addon.espThis esp adds MCA NPCs and creatures to Tamriel Rebuilt Maps 1 and 2. It only addsthem to the the towns, tombs and the wilderness at the moment, but in future I maydo the bandit caves and daedric ruins as well. Also adds some of the new TR items tomy leveled lists.------------------------------------------------------------------------------------


This took WAY too long to make, but losing most of my work in a hard drive failure set me back about six months. I've playtested the crap out of this but no doubt a couple of bugs slipped through. Post them here. And please read the readme.

http://www.tesnexus.com/downloads/file.php?id=6006 from TES Nexus. Planet Elder Scrolls link will be up in a day or two.
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James Potter
 
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Post » Tue Nov 23, 2010 4:10 am

As much as I don't play morrowind for the time being this is still AWESOME!!! :twirl:
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CArlos BArrera
 
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Post » Tue Nov 23, 2010 6:53 am

OMG, he finally did it!!!! :clap: :clap: :clap:

Oh, will your NOM patch work with Taddeus' NOM v3.0 that will be coming out in the future? Or will you have to update your NOM patch to function with his new NOM?

(Pjstaab has a funny avatar)
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Jonathan Montero
 
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Post » Tue Nov 23, 2010 8:40 am

Yay!!! :D :D :D :D

But one question: do addons like MCA Mog and the Names mod still work?
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Travis
 
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Post » Tue Nov 23, 2010 2:45 am

I almost couldn't believe my eyes when looked at the version number on TESNexus and saw 6.0. I then had to come here to make sure it wasn't some sort of joke or mistake. This is a joyous day! :celebration:
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Lauren Denman
 
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Post » Tue Nov 23, 2010 7:21 am

I almost hate to ask, but before I install I figure I better, does 6.0 keep the same npc id's as 5.2 by chance? so that the names patch for 5.2 would still work with 6?
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Solène We
 
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Post » Mon Nov 22, 2010 11:01 pm

Dude! WTH!

Is it Christmas already!!!!

:celebration:

WOOOOT!
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Stacey Mason
 
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Post » Tue Nov 23, 2010 12:42 pm

Thanks all. :)

The NOM patch will work with NOM 3 if Taddeus doesn't change the Bed_Standard script. Otherwise I'll just update the patch.

Not sure about MCA Names and the Mog add on, but probably not. I suppose the original authors of those aren't around anymore to update them? I'll download them and do some testing. They might work if you use TESTool and merge your items.
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Nice one
 
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Post » Tue Nov 23, 2010 8:12 am

Thanks for the new version!


I was simply astounded when I checked the forums an hour ago and saw this -- it was already like 2:20AM here and for a second I thought perhaps I had imagined it. Well done =)
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Hannah Barnard
 
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Post » Tue Nov 23, 2010 3:48 am

M.A.S.T.E.R.P.I.E.C.E. ! Thanks Neoptolemus ! :celebration: :celebration: :celebration:
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Rozlyn Robinson
 
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Post » Tue Nov 23, 2010 9:23 am

Just gave it a go, with a new game, and I keep getting these with every start of a new game.


Expression Error Unable to find object "_MCA_skeleton_nordring" in script mca_skeletons.
Expression Error Unable to find object "_MCA_BM_skeleton_ring" in script mca_skeletons_BM.
Expression Error Unable to find object "_MCA_BM_zombie_ring" in script mca_zombies_BM.
Expression Error Unable to find object "_MCA_zombie_nordring" in script mca_zombies_warrior.


Should I ignore them or any idea what causes this.
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Lily
 
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Post » Tue Nov 23, 2010 9:53 am

Just gave it a go, with a new game, and I keep getting these with every start of a new game.


Expression Error Unable to find object "_MCA_skeleton_nordring" in script mca_skeletons.
Expression Error Unable to find object "_MCA_BM_skeleton_ring" in script mca_skeletons_BM.
Expression Error Unable to find object "_MCA_BM_zombie_ring" in script mca_zombies_BM.
Expression Error Unable to find object "_MCA_zombie_nordring" in script mca_zombies_warrior.


Should I ignore them or any idea what causes this.


getting the same messages here when starting a new game, and this is on a fresh morrowind with no other mods installed

edit: getting the messages while loading a savegame as well
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Connie Thomas
 
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Post » Tue Nov 23, 2010 3:09 pm

3rd confirmed the error message as well. In a fresh installed game too.

EDIT: I also reinstall the older version, overwrite with 6.0, and the same error occurs.
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Kim Kay
 
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Post » Tue Nov 23, 2010 10:06 am

Just gave it a go, with a new game, and I keep getting these with every start of a new game.


Expression Error Unable to find object "_MCA_skeleton_nordring" in script mca_skeletons.
Expression Error Unable to find object "_MCA_BM_skeleton_ring" in script mca_skeletons_BM.
Expression Error Unable to find object "_MCA_BM_zombie_ring" in script mca_zombies_BM.
Expression Error Unable to find object "_MCA_zombie_nordring" in script mca_zombies_warrior.


Should I ignore them or any idea what causes this.


Ha! I knew there'd be something. I've uploaded a fix to TES Nexus. Same link as in the first post.
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Lillian Cawfield
 
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Post » Tue Nov 23, 2010 4:38 am

Whoa whoa whoa what. An MCA update? Really? Awesome!

I've actually never used MCA...mostly for reasons now all listed as fixed. :D I think I might have to give this one a try my next time through MW.
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Stephani Silva
 
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Post » Tue Nov 23, 2010 12:17 am

Once you use MCA, you can't go back to vanilla morrowind. It just feels so... empty.
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Matt Bigelow
 
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Post » Tue Nov 23, 2010 7:00 am

Once you use MCA, you can't go back to vanilla morrowind. It just feels so... empty.

M.A.S.T.E.R.P.I.E.C.E. ! Thanks Neoptolemus ! :celebration: :celebration: :celebration:

The BEST quotes I read today. :nod:

Instant download - *done*
Instant installation - *asap*

You have save my playing future of Morrowind. :bowdown:
Excellent and thanks Neoptolemus. :celebration:
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Kay O'Hara
 
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Post » Tue Nov 23, 2010 9:38 am

Now this is truly awesome! I've used MCA for years, even with the slight problems, and have always loved it. Now with the problems fixed it should be the best ever!

Thank you so much for the update, Neoptolemus. Christmas did indeed come early this year! :D


KF
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Marguerite Dabrin
 
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Post » Tue Nov 23, 2010 1:25 am

Wow, nice surprise indeed :) MCA is a must have.
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Richus Dude
 
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Post » Tue Nov 23, 2010 12:36 am

Holy macaroni! I might have to give this a try when I return to Vvardenfell! Thanks for sticking with your mod and continuing to support and improve it. :tops:
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Krista Belle Davis
 
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Post » Tue Nov 23, 2010 12:23 am

only 42MB :ooo:
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Markie Mark
 
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Post » Tue Nov 23, 2010 2:25 am

Great stuff, I only hope integrating the MCA names in is one of the next steps to this.

Just thought of something, has anything in the Southwall Club been effected? there is a southwall patch for compatability between this and the southwall corner club mod, is that useless now?

Edit: Instead of making a new post I will just edit this. I decided to check out the companions and while Shareel was there, my other favorite one has been turned into a kitty(zharna). I always liked going around with multiple daedric companions; there arnt very many people you meet who dont age which isnt undead(and yourself due to corprus). So I am somewhat with Elrik on this, I would really love to try this, but I wonder.
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Ludivine Poussineau
 
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Post » Mon Nov 22, 2010 11:50 pm

I'm more than sorely tempted to try it Neo, since I still use 5.1, but the last updates and such removed the companions that I enjoy the most, like Shareel, Mirear, and others. Even the patch that is supposed to put them back, didn't. It only put back the majority, but certainly not the most interesting. For me anyway.
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JERMAINE VIDAURRI
 
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Post » Tue Nov 23, 2010 10:53 am

Wow this is definitely a surprise! I know you've been talking about finishing this but I didn't expect it yet! I can't wait to try it out, thanks!

-Melchior Dahrk
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tannis
 
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Post » Tue Nov 23, 2010 12:09 pm

Exellent, Been waiting for this for ages, Lovely!
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benjamin corsini
 
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