[Relz] NazoX9's Guard mod!

Post » Wed Mar 02, 2011 4:29 am

Your first post is kind of misleading, at least for me. I just need to know if I can use this mod in conjunction with the latest release of LGNPC and not have any problems.
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Laura Elizabeth
 
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Post » Tue Mar 01, 2011 6:23 pm

Not really sure what's misleading. You install the mod, and then the LGNPC patches.
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FirDaus LOVe farhana
 
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Post » Wed Mar 02, 2011 1:43 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


Same for me. Guard stopped protecting me after I installed this otherwise very good mod.
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David John Hunter
 
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Post » Tue Mar 01, 2011 8:45 pm

Make sure Fliggerty's Protective Guards loads after this, though I can't guarantee this will work for everyone, I've yet to notice any anomilies with Guards protecting me, other than the fact that there is normally a delay before they do step in, but at least they still seem to respond..........
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Emily Graham
 
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Post » Tue Mar 01, 2011 3:32 pm

Make sure Fliggerty's Protective Guards loads after this, though I can't guarantee this will work for everyone, I've yet to notice any anomilies with Guards protecting me, other than the fact that there is normally a delay before they do step in, but at least they still seem to respond..........


I've loaded protective guard after NX9's guard and it didn't change anything. You say your's work properly? Do you have any idea what else could be the conflict?

Thanks
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Rowena
 
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Post » Tue Mar 01, 2011 1:38 pm

Ok, I figured it out, it was guards added by MCA that were helping me, not the ones from this mod, and the reason is because the guards in the mod have ID's like this NX9_Hlaaluguard_01 for protective guards to work, those ID's need to made to look like this NX9_Hlaalu_guard_01, which is easy enough to do in the CS just remember that when it asks if you want to create a new object, you choose no, I will eventually find time to fix my file so that it works, but I can't promise when I'll have time to make the tedius edits required for the whole thing, so if someone else feels like going through and parsing those guard ID's before I get the chance, feel free.
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Harry Leon
 
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Post » Wed Mar 02, 2011 3:05 am

Ok, I figured it out, it was guards added by MCA that were helping me, not the ones from this mod, and the reason is because the guards in the mod have ID's like this NX9_Hlaaluguard_01 for protective guards to work, those ID's need to made to look like this NX9_Hlaalu_guard_01, which is easy enough to do in the CS just remember that when it asks if you want to create a new object, you choose no, I will eventually find time to fix my file so that it works, but I can't promise when I'll have time to make the tedius edits required for the whole thing, so if someone else feels like going through and parsing those guard ID's before I get the chance, feel free.


Awesome thanks!!!
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Jodie Bardgett
 
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Post » Wed Mar 02, 2011 2:10 am

Awesome thanks!!!



No problem, just glad I could figure it out, if there weren't ~200+ id's to go through, I'd just fix it now, but it will probably take at least an hour to edit all those npc id's which is just longer than I have time for at the moment.
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Oyuki Manson Lavey
 
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Post » Tue Mar 01, 2011 10:54 pm

Good job finding the problem, here's a (hopefully) compatible esp file - http://www.mediafire.com/?xm1894wuqkagiuo.

edit - This file does not work as intended, see below...
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CYCO JO-NATE
 
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Post » Tue Mar 01, 2011 8:52 pm

Good job finding the problem, here's a (hopefully) compatible esp file - http://www.mediafire.com/?xm1894wuqkagiuo.


Did it work for you? Doesn't seem to work for me. Guard wont attack NPC.
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Killer McCracken
 
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Post » Tue Mar 01, 2011 3:27 pm

I am not sure if it has anything to do with it but I think the word guard should be first as in MCA_guard_imp 001 as opposed to NX9_imp_guard 001. Just guessing...
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Tamara Primo
 
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Post » Wed Mar 02, 2011 2:54 am

Ok I confirm. Telvani Guard do respond and attack enemy NPC! They are labled NX9_Guard_Telvani 001 as opposed to NX9_Imp_Guard 001. I am gonna try to change all the imp. guard and see if it works.
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Honey Suckle
 
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Post » Tue Mar 01, 2011 5:15 pm

I didn't have time to test this earlier, but I had a bit just now. To be clear, I edited all of the guard's IDs added by NX9's complete guard mod to have either a "_guard_" or "_ordinator_" string in their IDs (actually I missed one or two but it doesn't matter). In-game I used used the placeatpc command to place a Dark Brotherhood assassin right in front of my character. Vanilla guards attack the assassin and kill it dead. NX9 guards walk away and do nothing about the assassin, I tested with Hlaalu, Telvanni, Imperial, and Redoran guards as well as Ordinators. I then edited some of the IDs to have "guard" or "ordinator" (without underscores) strings in their IDs and tested again with the same result. Hopefully you have better luck than I, elipopotam because I'm out of time to work on this.
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Daramis McGee
 
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Post » Tue Mar 01, 2011 11:26 pm

I didn't have time to test this earlier, but I had a bit just now. To be clear, I edited all of the guard's IDs added by NX9's complete guard mod to have either a "_guard_" or "_ordinator_" string in their IDs (actually I missed one or two but it doesn't matter). In-game I used used the placeatpc command to place a Dark Brotherhood assassin right in front of my character. Vanilla guards attack the assassin and kill it dead. NX9 guards walk away and do nothing about the assassin, I tested with Hlaalu, Telvanni, Imperial, and Redoran guards as well as Ordinators. I then edited some of the IDs to have "guard" or "ordinator" (without underscores) strings in their IDs and tested again with the same result. Hopefully you have better luck than I, elipopotam because I'm out of time to work on this.


Ok thanks.
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Chloe Yarnall
 
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Post » Wed Mar 02, 2011 12:08 am

This should be a very simple patch to make. I'll work on it now.
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Daniel Brown
 
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Post » Tue Mar 01, 2011 11:00 pm

Hopefully this helps: http://www.gamesas.com/index.php?/topic/1111463-relz-protective-guards-v13/

Please let me know how well it works. My tests were successful.
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bimsy
 
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Post » Tue Mar 01, 2011 3:18 pm

I tested the following guards, and all are working: Hlaalu, Redoran, Telvanni, Imperial, Ordinators, and High Ordinators. I'm satisfied. :^) Thank you!
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chirsty aggas
 
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Post » Tue Mar 01, 2011 9:24 pm

For what it's worth, the best way to promote compatibility with LGNPC is to roll back a few of this mod's edits. I'll list exactly what I've done in my copy of the .esp.

* Replicated the effects of NazoX9's LGNPC Tribunal patch directly into the main .esp. This means deleting NazoX9's imperial guard captain levelled creature and replacing the original imperial guard captain (in the Mournhold Legion Depot cell, if I remember correctly - check NazoX9's LG Tribunal patch to be sure).

* Instead of refiltering LGNPC dialog entries, I used the CS mod details list to ignore the edits to two cells in this mod: Khuul (-9,17), and Saetring the Nord: Smith in Molag Mar. This restores the original "redoran guard male" references in both places, meaning the LGNPC dialog works as originally written, with no refiltering required - thus eliminating the need for NazoX9's Pax Redoran patch, and also fixing an as yet unaddressed issue with LGNPC Khuul.

* I cleaned out some dirty cell entries which the CS adds when plug-ins are combined via the CS (these probably came about when the original modular installments were combined into the final product).

* Finally, I cleaned two dirty edits to Imperial chain armor (weight was lowered from 10 to 8 in NazoX9's .esp). These look to have resulted from the process of creating the new pieces which represent the quivers.

NazoX9, I'm happy to upload my edited copy of the .esp. Othwerwise, I recommend taking the above steps with the main .esp and then ditching both of the patch .esp files.

Thanks for your efforts on this mod - I'm enjoying it!
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Mistress trades Melissa
 
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Post » Tue Mar 01, 2011 7:56 pm

For what it's worth, the best way to promote compatibility with LGNPC is to roll back a few of this mod's edits. I'll list exactly what I've done in my copy of the .esp.

* Replicated the effects of NazoX9's LGNPC Tribunal patch directly into the main .esp. This means deleting NazoX9's imperial guard captain levelled creature and replacing the original imperial guard captain (in the Mournhold Legion Depot cell, if I remember correctly - check NazoX9's LG Tribunal patch to be sure).

* Instead of refiltering LGNPC dialog entries, I used the CS mod details list to ignore the edits to two cells in this mod: Khuul (-9,17), and Saetring the Nord: Smith in Molag Mar. This restores the original "redoran guard male" references in both places, meaning the LGNPC dialog works as originally written, with no refiltering required - thus eliminating the need for NazoX9's Pax Redoran patch, and also fixing an as yet unaddressed issue with LGNPC Khuul.

* I cleaned out some dirty cell entries which the CS adds when plug-ins are combined via the CS (these probably came about when the original modular installments were combined into the final product).

* Finally, I cleaned two dirty edits to Imperial chain armor (weight was lowered from 10 to 8 in NazoX9's .esp). These look to have resulted from the process of creating the new pieces which represent the quivers.

NazoX9, I'm happy to upload my edited copy of the .esp. Othwerwise, I recommend taking the above steps with the main .esp and then ditching both of the patch .esp files.

Thanks for your efforts on this mod - I'm enjoying it!


Thanks for the info. I will try and make the modifications myself.

EDIT: I think I got it to work, used EE and it was simple following your instructions.
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W E I R D
 
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Post » Tue Mar 01, 2011 2:35 pm

Wow, I've missed a lot. I'd like to work on an official patch for this. Been wanting to get back into modding for a while now, just been very hard pressed to find the time. :sadvaultboy:
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Sarah Bishop
 
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Post » Tue Mar 01, 2011 5:19 pm

Wow, I've missed a lot. I'd like to work on an official patch for this. Been wanting to get back into modding for a while now, just been very hard pressed to find the time. :sadvaultboy:


Welcome back! I just deleted the three cells in your nx9 complete that fall into question using EE. Tracking the CS that the Imperial Guard captain and Redoran guards are now replaced by their morrowind counterparts.

I think everyone likes your mod because you bring more less generic guards to morrowind....and if I get the same original guards in the 2 deleted cells are morrowind originals, then I just consider them less generic original brothers. Not sure if that was the intent of your mod to provide variety since it involves leveled guards, but I like your mod more for just for the variety.

Highly recommended to download for anyone reading this thread....the fixes are easy using the CS or EE until an official patch is made by nazoX9.
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lauren cleaves
 
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Post » Tue Mar 01, 2011 3:05 pm

Really love the diversity this mod adds to things. It makes sense to see guards with ranged weapons (arrow quivers or crossbows) as opposed to usually always being armed with melee ones, especially in places such as Seyda where they'll be on the look out for things coming out of the swamps that they'll logically be wanting to keep at a distance if they possibly can. B)

Just out if interest, if I increase the Chance None on any of the leveled lists (the NX9_random_ ones) to 10-30% is anything disastrous likely to happen? That is, will there be a risk of occasionally randomly removing guards which are essential in any way (I'm not sure why that would be the case, so just checking.....)

(I usually alter lvl lists to at least a slight Chance None where it seems okay to do so, so that way you can never be certain something's going to spawn in a particular place, which seems more realistic.)
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e.Double
 
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Post » Tue Mar 01, 2011 7:41 pm

Just a couple of screenies...... I was having fun luring all sorts of creatures out of the swamps into Seyda Neen to test the guards reactions. So anyway here's one of an Imperial guard & Plx spider http://i293.photobucket.com/albums/mm59/triffidfood/MWScreens322.jpg, and another of a female Imperial http://i293.photobucket.com/albums/mm59/triffidfood/MWScreens320.jpg against the next onslaught of random creatures. :)
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Benjamin Holz
 
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Post » Tue Mar 01, 2011 6:22 pm

There wouldn't be any problems with that. Would just add a small chance of no guards spawning there.
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Keeley Stevens
 
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Post » Tue Mar 01, 2011 10:58 pm

There wouldn't be any problems with that. Would just add a small chance of no guards spawning there.

Cool, that's what I was hoping .... ^_^

>>>>>>>>>>>

Something kinda odd I noticed, which I think was probably something to do with my comp setup or the MW engine being stupid, but it wasn't displaying the left forearms of Redoran guards who were carrying quivers correctly... they should've been bare but looked as if MW had reverted to displaying vanilla non-Better Bodies and not very dark elf textures for them (as in http://i293.photobucket.com/albums/mm59/triffidfood/MWScreens327.jpg http://i293.photobucket.com/albums/mm59/triffidfood/MWScreens326.jpg).

Anyway I went into the CS and edited NX9_redpauldron_left to add Left Forearm Biped Object a_bonemold_pauldron_fa, which fixed the problem (i.e. the forearms are no longer exposed so you can't see them anyway!)
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herrade
 
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