[Relz] NazoX9's Guard mod!

Post » Tue Mar 01, 2011 6:22 pm

BUG REPORT - When NX9_guards_complete is used with LGNPC Mods, some quests wich involved guards are broken. The below SS refere to the quest LOST SISTER in LGNPC_MaarGan_v1_20.
1- Plugin On http://i590.photobucket.com/albums/ss342/TaxAkla/1-NX9_Guards_completeactive.jpg
2- Plugin off http://i590.photobucket.com/albums/ss342/TaxAkla/2-NX9_Guards_completedisable.jpg

Any chance of a updated version or a compatible patch?

Thanks in advance.
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Jason Wolf
 
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Post » Tue Mar 01, 2011 4:08 pm

BUG REPORT - When NX9_guards_complete is used with LGNPC Mods, some quests wich involved guards are broken. The below SS refere to the quest LOST SISTER in LGNPC_MaarGan_v1_20.
1- Plugin On http://i590.photobucket.com/albums/ss342/TaxAkla/1-NX9_Guards_completeactive.jpg
2- Plugin off http://i590.photobucket.com/albums/ss342/TaxAkla/2-NX9_Guards_completedisable.jpg

Any chance of a updated version or a compatible patch?

Thanks in advance.


Can have a compatibility patch up either tonight or early tomorrow, depending on how much time the day allows me.
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Josh Dagreat
 
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Post » Tue Mar 01, 2011 3:09 pm

I also wanted to point out a small conflict that occurs with this mod and PirateLord's Creatures mod. He has a script on the vermin that spawn in town so that guards will attack them when they are close enough to the vermin creature. With this mod, since it adjusts the guards, the script no longer recognizes the guards so they will no longer attack the creatures. I discussed this with PirateLord in another thread and he advised me that the script that would need adjusting is the following:

Here's the script that's on the vermin

begin plx_vermin_rat_AIfloat timerif ( MenuMode == 1 )returnendifset timer to ( timer + getsecondspassed )if ( timer < 2 )returnendifset timer to 0if ( GetDistance, Player <= 512 )setFight 100elsesetFight 10stopcombatendifif ( GetDistance, "ordinator wander" <= 768 )startcombat, "ordinator wander"setFight 100elsesetFight 10stopcombatendifif ( GetDistance, "Imperial Guard" <= 768 )startcombat, "Imperial Guard"setFight 100elsesetFight 10stopcombatendifif ( GetDistance, "redoran guard male" <= 768 )startcombat, "redoran guard male"setFight 100elsesetFight 10stopcombatendifif ( GetDistance, "telvanni guard" <= 768 )startcombat, "telvanni guard"setFight 100elsesetFight 10stopcombatendifif ( GetDistance, "hlaalu guard_outside" <= 768 )startcombat, "hlaalu guard_outside"setFight 100elsesetFight 10stopcombatendifif ( GetDistance, "redoran guard female" <= 768 )startcombat, "redoran guard female"setFight 100elsesetFight 10stopcombatendifend


Would it be possible to get a patch for this as well, if you are also intending to whip up a LGNPC patch?
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Tracy Byworth
 
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Post » Wed Mar 02, 2011 3:25 am

I also wanted to point out a small conflict that occurs with this mod and PirateLord's Creatures mod. He has a script on the vermin that spawn in town so that guards will attack them when they are close enough to the vermin creature. With this mod, since it adjusts the guards, the script no longer recognizes the guards so they will no longer attack the creatures. I discussed this with PirateLord in another thread and he advised me that the script that would need adjusting is the following:



Would it be possible to get a patch for this as well, if you are also intending to whip up a LGNPC patch?


I'm working on the LGNPC patches right now. I have the one pointed out here, as well as one involving less generic tribunal. That one may be a bit tougher. The problem with that one, is that the way it stands, it's good, and efficient. To modify it to fit my guards would require adding.. I don't even know, hundreds of lines of code to it, so that it points to every possible ID of guard that could spawn. That's 390 possible IDs, 7 lines per ID. That's 2730 lines of code. Not only would that take absolutely forever to wright, but likely very taxing on Morrowind. A script like that would likely cause a very significant drop in framerate. Now, I may be able to figure out something that would be a bit more efficient, but that depends on if what I'm thinking is possible with Morrowind's scripting functions.
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djimi
 
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Post » Tue Mar 01, 2011 11:15 pm

I'm working on the LGNPC patches right now. I have the one pointed out here, as well as one involving less generic tribunal. That one may be a bit tougher. The problem with that one, is that the way it stands, it's good, and efficient. To modify it to fit my guards would require adding.. I don't even know, hundreds of lines of code to it, so that it points to every possible ID of guard that could spawn. That's 390 possible IDs, 7 lines per ID. That's 2730 lines of code. Not only would that take absolutely forever to wright, but likely very taxing on Morrowind. A script like that would likely cause a very significant drop in framerate. Now, I may be able to figure out something that would be a bit more efficient, but that depends on if what I'm thinking is possible with Morrowind's scripting functions.

Yea, that would be a lot of code (wasn't exactly sure just how many guards you had in this).

Would it be possible then to adjust the script in such a manner so that a nice sampling of guards from each type added by your mod would be effected (Imperial, Hlaalu, Redoran, etc)? This would probably look more realistic, as guards would sometimes kill the critters, and sometimes not touch them (being too lazy to care at the time) and at the same time keep populations down a little more. It seems like that might be a nice middle ground on things in regards to this.
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Timara White
 
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Post » Tue Mar 01, 2011 2:38 pm

Found the problem. Fixes for incompatibility have been uploaded for Less Generic Tribunal, and LGNPC PAX Redoran, which is the one with the lost sister quest. My patch edits the dialogue filters, so instead of filtering for the ID Redoran_Guard_Male, in the proper cell, it now searches for any male NPC with the Guard class, in the proper cell.

If there are any other problems, please just let me know, so I can work on getting them compatible.

Edit: Guess I should mention. Patches are available at the link up top. Just scroll down to optional files.
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ZzZz
 
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Post » Tue Mar 01, 2011 9:51 pm

Many thanks, Nazox9 :goodjob:

ps.: to work properly the 3 plugins (NX9_Guards_Complete, NX9_Guard_LGRedoran_Patch and NX9_Guard_LGTrib_patch) should not be included in TESTOOL merged objects.
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Nicola
 
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Post » Tue Mar 01, 2011 11:34 pm

ps.: to work properly the 3 plugins (NX9_Guards_Complete, NX9_Guard_LGRedoran_Patch and NX9_Guard_LGTrib_patch) should not be included in TESTOOL merged objects.

Are you sure of the this in regards to the Redoran patch? Initial testing shows that no merge object conflict is reported by TESTool between this patch and NX9_Guards_Complete. TESPCD does show expected dialogue conflict between the patch and LGNPC Pax Redoran, but that's unrelated to merged objects.

The LGTrib patch does show an npc conflict with Guards Complete so I'm assuming that should not be included with merged objects, as you suggest.

BTW, NazoX9, I'm assuming the Redoran patch should load after the LGNPC mod, right?
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Kanaoka
 
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Post » Tue Mar 01, 2011 11:26 pm

Are you sure of the this in regards to the Redoran patch? Initial testing shows that no merge object conflict is reported by TESTool between this patch and NX9_Guards_Complete. TESPCD does show expected dialogue conflict between the patch and LGNPC Pax Redoran, but that's unrelated to merged objects.


When I merged LGNPC plugins plus Nazox9 Guards plus the Redoran patch, the "no topic" bug occurs. Change the order of NX9 guards before LGNPC plugins and NX9 redoran patch after, made no difference. The solution was not to include them.
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Naomi Lastname
 
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Post » Tue Mar 01, 2011 4:46 pm

When I merged LGNPC plugins plus Nazox9 Guards plus the Redoran patch, the "no topic" bug occurs. Change the order of NX9 guards before LGNPC plugins and NX9 redoran patch after, made no difference. The solution was not to include them.

Wait, Dialogue shouldn't be touched by Merge Objects, should it?

Wouldn't that be the Merge Dialogue function that is never supposed to be used anyways?

Maybe I am off basis here...
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Daddy Cool!
 
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Post » Tue Mar 01, 2011 11:52 pm

Wait, Dialogue shouldn't be touched by Merge Objects, should it?

Wouldn't that be the Merge Dialogue function that is never supposed to be used anyways?



TESTOOL create diferent files (merged dialogues and merged objects). I use only merged objects.
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Eve Booker
 
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Post » Tue Mar 01, 2011 11:22 pm

This is very strange. I don't really understand why merged objects would cause a problem with the patch. Especially since my levelled lists are completely my own. There would be nothing for them to merge with. Plus like Red Eye said, the dialogue shouldn't be affected by merged objects, and that's all I changed. I opened both mods at the same time, neither active, and made a new .esp that simply changes the dialogue filters on the LGNPC mod to be compatible with new guards. Essentially the patch would work for any guards that are in house redoran added by any mod.

You are right in assuming the patch should load after the LGNPC mod, otherwise my changes to the dialogue won't overwrite the old.

Either way though, even if you don't use merged lists for my mod, it shouldn't cause a problem. Like I said above, there's nothing to merge since my lists are exclusive to my mod. It is quite a strange issue though.
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Lou
 
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Post » Tue Mar 01, 2011 6:56 pm

I used Esper to merge the objects and it works fine but I have something else to tell:
Please don't replace vanilla armor types with a custom one, use a unique ID. (I am talking about imperial_chain_pauldron_left and _right in NX9_Guards_Complete.esp).
It would be nice too if the Imperial Guards are not only Imperials. I want to see Redguard or Wood Elf guards.


Otherwise: This mod rocks, thumbs up :)
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Aliish Sheldonn
 
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Post » Tue Mar 01, 2011 10:33 pm

I used Esper to merge the objects and it works fine but I have something else to tell:
Please don't replace vanilla armor types with a custom one, use a unique ID. (I am talking about imperial_chain_pauldron_left and _right in NX9_Guards_Complete.esp).
It would be nice too if the Imperial Guards are not only Imperials. I want to see Redguard or Wood Elf guards.


Otherwise: This mod rocks, thumbs up :)


I'm not replacing vanilla armor with a custom one. The regular is still there, and there are some with quivers that have the new ID. Some guards have the quiver, some don't.
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Hope Greenhaw
 
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Post » Tue Mar 01, 2011 9:11 pm

I'm not replacing vanilla armor with a custom one. The regular is still there, and there are some with quivers that have the new ID. Some guards have the quiver, some don't.


Then it's just a dirty edit? I removed the 2 items with EE and I haven't seen a bad effect.
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Chris Johnston
 
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Post » Wed Mar 02, 2011 2:49 am

Then it's just a dirty edit? I removed the 2 items with EE and I haven't seen a bad effect.


It's not a dirty edit. It's the imperial pauldron with a quiver attached. Some guards carry bows, and they have a quiver on their back. So, the ones that do have a new pauldron with the same name. Otherwise, they'd have the quiver and no pauldron on that side.
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GEo LIme
 
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Post » Wed Mar 02, 2011 2:25 am

Nice idea I'll remember those and give my opinions later.
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James Hate
 
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Post » Tue Mar 01, 2011 3:19 pm

Just found out that my old upload to PES did work. It was just the first part, but now the complete version is on there as well. Links to both sites have been added to the OP.
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Ebou Suso
 
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Post » Tue Mar 01, 2011 1:50 pm

Many thanks, Nazox9 :goodjob:

ps.: to work properly the 3 plugins (NX9_Guards_Complete, NX9_Guard_LGRedoran_Patch and NX9_Guard_LGTrib_patch) should not be included in TESTOOL merged objects.
Are you sure of the this in regards to the Redoran patch? Initial testing shows that no merge object conflict is reported by TESTool between this patch and NX9_Guards_Complete. TESPCD does show expected dialogue conflict between the patch and LGNPC Pax Redoran, but that's unrelated to merged objects.

The LGTrib patch does show an npc conflict with Guards Complete so I'm assuming that should not be included with merged objects, as you suggest.

BTW, NazoX9, I'm assuming the Redoran patch should load after the LGNPC mod, right?
When I merged LGNPC plugins plus Nazox9 Guards plus the Redoran patch, the "no topic" bug occurs. Change the order of NX9 guards before LGNPC plugins and NX9 redoran patch after, made no difference. The solution was not to include them.
This is very strange. I don't really understand why merged objects would cause a problem with the patch. Especially since my levelled lists are completely my own. There would be nothing for them to merge with. Plus like Red Eye said, the dialogue shouldn't be affected by merged objects, and that's all I changed. I opened both mods at the same time, neither active, and made a new .esp that simply changes the dialogue filters on the LGNPC mod to be compatible with new guards. Essentially the patch would work for any guards that are in house redoran added by any mod.

You are right in assuming the patch should load after the LGNPC mod, otherwise my changes to the dialogue won't overwrite the old.

Either way though, even if you don't use merged lists for my mod, it shouldn't cause a problem. Like I said above, there's nothing to merge since my lists are exclusive to my mod. It is quite a strange issue though.
I'm seeing if I can get these patches into mlox. This whole merged objects thing seems bonkers to me so I used TESTool to create merged objects for these plugins:
GameFile0=Bloodmoon.esm
GameFile1=Morrowind.esm
GameFile2=Tribunal.esm
GameFile3=Less_Generic_Tribunal.esp
GameFile4=LGNPC_PaxRedoran_v1_20.esp
GameFile5=NX9_Guards_Complete.ESP
GameFile6=NX9_Guard_LGRedoran_Patch.ESP
GameFile7=NX9_Guard_LGTrib_patch.ESP

TESTool.log:
NPC_ NX9_imp_gcap_001    > NX9_Guards_Complete.ESP        FNAM      Guard Captain        RNAM      Imperial        CNAM      Guard        ANAM      Imperial Legion        BNAM      b_n_imperial_m_head_04        KNAM      b_n_imperial_m_hair_01        NPDT       << 52 bytes >>        FLAG      0000000C        NPCO      30, steel arrow        NPCO      1, steel longbow        NPCO      1, imperial broadsword        NPCO      1, imperial skirt_clothing        NPCO      1, imperial belt        NPCO      1, imperial shield        NPCO      1, imperial right gauntlet        NPCO      1, imperial left gauntlet        NPCO      1, imperial boots        NPCO      1, imperial right pauldron        NPCO      1, NX9_impsteel_l_paul_Q        NPCO      1, imperial cuirass_armor        NPCO      1, silver_helm        AIDT      Hello=30, Fight=30, Flee=0, Alarm=100, Flags=00000000        AI_W      Distance=128, Duration=, Hour=24, Idle(0,5,5,5,10,0,0,0)    > NX9_Guard_LGTrib_patch.ESP        MODL      base_anim.nif        FNAM      Guard Captain        RNAM      Imperial        CNAM      Guard        ANAM      Imperial Legion        BNAM      b_n_imperial_m_head_04        KNAM      b_n_imperial_m_hair_01        NPDT       << 52 bytes >>        FLAG      0000000C        NPCO      30, steel arrow        NPCO      1, steel longbow        NPCO      1, imperial broadsword        NPCO      1, imperial skirt_clothing        NPCO      1, imperial belt        NPCO      1, imperial shield        NPCO      1, imperial right gauntlet        NPCO      1, imperial left gauntlet        NPCO      1, imperial boots        NPCO      1, imperial right pauldron        NPCO      1, NX9_impsteel_l_paul_Q        NPCO      1, imperial cuirass_armor        NPCO      1, silver_helm        AIDT      Hello=30, Fight=30, Flee=0, Alarm=100, Flags=00000000        AI_W      Distance=128, Duration=, Hour=24, Idle(0,5,5,5,10,0,0,0)----------------------------        FNAM      Guard Captain        RNAM      Imperial        CNAM      Guard        ANAM      Imperial Legion        BNAM      b_n_imperial_m_head_04        KNAM      b_n_imperial_m_hair_01        NPDT       << 52 bytes >>        FLAG      0000000C        MODL      base_anim.nif        NPCO      30, steel arrow        NPCO      1, steel longbow        NPCO      1, imperial broadsword        NPCO      1, imperial skirt_clothing        NPCO      1, imperial belt        NPCO      1, imperial shield        NPCO      1, imperial right gauntlet        NPCO      1, imperial left gauntlet        NPCO      1, imperial boots        NPCO      1, imperial right pauldron        NPCO      1, NX9_impsteel_l_paul_Q        NPCO      1, imperial cuirass_armor        NPCO      1, silver_helm        AIDT      Hello=30, Fight=30, Flee=0, Alarm=100, Flags=00000000        AI_W      Distance=128, Duration=, Hour=24, Idle(0,5,5,5,10,0,0,0)
So, the only difference worth merging is this NPC, and the only difference is the patch specifies "base_anim.nif", which is dropped in Merged Objects.esp anyway.
My guess is that this NPC isn't really needed in the patch ESP anyway as all that the Less Generic Tribunal patch needs to do is to add an imperial guard captain NPC to the Mournhold, Royal Palace: Legion Depot cell, which it does.

So... I don't think there's any need to get screwy with load order for these plugins and Merged Objects. If anyone else wants to write a rule for mlox then feel free, I'm not going to as I don't think it's needed. Thanks for pointing these out Amenophis, but I think your problem lies elsewhere.
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Holli Dillon
 
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Post » Tue Mar 01, 2011 5:15 pm

Yeah, I'm kinda curious about where the problem came up as well, especially since all my LGTrib patch does is replace my new guard captain with the regular one.
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Zualett
 
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Post » Tue Mar 01, 2011 12:34 pm

Yeah, I'm kinda curious about where the problem came up as well, especially since all my LGTrib patch does is replace my new guard captain with the regular one.
I thought it just added the regular one. I couldn't see a DELEted NPC from your mod in the patch, just an NPC called "imperial guard captain" added to the Depot.
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Jack
 
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Post » Wed Mar 02, 2011 4:26 am

Hi. I need feedback from other users of this mod.

On my system, the guards from NazoX9's Guards are not recognized by Fliggerty's Protective Guards. I’m not sure if my installation is at fault here (i.e. some mod conflict) or if this is an actual issue. Could someone please confirm?

According to the readme of Protective Guards:
"It should also work with any other mod added guards as long as they have an identifiable word such as "guard," "ordinator," "legionary," etc in their name."

If it's not a problem with my installation and the 2 mods actually do not work well together, it would be nice to have NX9’s mod updated or some compatibility patch cooked up.

Thanks
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Steve Smith
 
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Post » Tue Mar 01, 2011 6:28 pm

I'm guessing that "name" would actually refer to their ID in the CS. Without looking, my guess is that they NazoX9's guards don't include those words in their ID.
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Madison Poo
 
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Post » Wed Mar 02, 2011 4:00 am

From my personal experience typically, the guards do not help when using Protective Guards and NX9's together. Only once did they come to my aid, and a good thing too, was when I was in Caldera. It happened a few days ago, and I've been meaning to find out why this was the only time. My first thought was that the guards that rushed up could have been added by MCA, but I'm not positive any guards are added by MCA. My next theory I need to check on, is if the legionaries in Caldera do indeed have guard, etc in their ID.

I agree that this would be a great patch if NX9 wanted to make it, because I can't do without this mod. After a clean install of MW, I played around without mods or MGE out of nostalgia, and quickly became annoyed by the cookie cutter guards. Especially the Imperial style was boring. Just wish we had a Better Spoken Dialogue mod to compliment it.
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Glu Glu
 
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Post » Wed Mar 02, 2011 3:21 am

The guards do include guard/ordinator in their IDs. I wonder if a load order change would fix it. Not sure. I'll try to look into things on this and see why they don't respond.
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Kanaoka
 
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