[RELz] NPC Functionality

Post » Thu Jul 08, 2010 9:17 am

I'm back and I have a bit more time to concentrate on my own personal hobbies. I've uploaded a fixed version to PES and I'll link to the mod on my first post when it's available. Thanks for the patience everyone, there shouldn't be any more script or GMST issues with this one.
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Mimi BC
 
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Post » Thu Jul 08, 2010 1:23 pm

Great! I'm glad the issues were fixed. ^^ Time to go download. :D
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Devin Sluis
 
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Post » Thu Jul 08, 2010 1:56 pm

I'm back and I have a bit more time to concentrate on my own personal hobbies. I've uploaded a fixed version to PES and I'll link to the mod on my first post when it's available. Thanks for the patience everyone, there shouldn't be any more script or GMST issues with this one.
Nice work. Thanks, Casey :thumbsup:
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Adrian Morales
 
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Post » Thu Jul 08, 2010 12:31 pm

I've submitted the bugfixed version to PES. Enjoy. :)
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Anna Beattie
 
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Post » Thu Jul 08, 2010 7:00 pm

Great, I always wanted to play this mod without the errors.
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Charlotte X
 
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Post » Thu Jul 08, 2010 6:17 pm

The request mod has been in my must haves for a long time. I'm really glad to see that you still improving on this wonderful mod!
Thanks Casey!

Godspeed
Sandman101
:)
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Naomi Lastname
 
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Post » Thu Jul 08, 2010 8:16 pm

Nice! Up to this point I've been using a combination of few different mods to achieve similar effect.
As long the "Slave Script" won't kill it for me again, it will be great to have all of that in one!
Cheers mate.
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Tyler F
 
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Post » Thu Jul 08, 2010 9:50 am

As long the "Slave Script" won't kill it for me again, it will be great to have all of that in one!

There is no slave script in this release of the NPC functionality mod.
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tannis
 
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Post » Thu Jul 08, 2010 1:35 pm

Cool.Thanx.
:foodndrink:
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Manuel rivera
 
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Post » Thu Jul 08, 2010 4:23 pm

good to know!
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Amy Smith
 
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Post » Thu Jul 08, 2010 11:28 am

Suggestions are still welcome - I never "really" close a mod project as long as people are still willing to contribute ideas and DL it. Anything you all would like to see? I have some ideas I'm still playing around with.
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Sophie Morrell
 
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Post » Thu Jul 08, 2010 5:04 pm

I had not noticed this plugin before, but after installing it, i can't understand how i could have played Morrowind without it before.
It is exceptional and gives a new life to all those NPC that had no purpose (thought LGNPC gave some personnality to some of them).
Maybe i will not need companions anymore once i convinced Fargoth and Eldafire to come along my adventuring life :D

Thank you very much for this awesome plugin, it is a wonderfull work.

If i could give a suggestion, it would be to put the additional "I want to apologize", "here is the money i owed you", etc... inside the Request topic like all the other new dialogues.
After adventuring a bit, i remember some NPC can have a very much long amount of dialogue options, and those additional ones are cluttering a bit more their list.

Inside of the "Request" topic, they would always be there, and would let some more place to the other dialogues.

Generic companion share is very easily possible in Morrowind, without the need for any 3rd party apps.
It is all dialog. You need to call a topic "Companion Share". When the PC is in dialog, and presses the companion share topic, it shows a companion share box.
You can do the same thing with "Repair" and other such things smile.gif

I don't know where you got the idea that VE uses resurrection, as that would reset inventory contents

I always thought to implement the companion share you needed to add it NPC by NPC (tedious when you have 1000 of them around) , or use some external app like Fligerty one.

If it is indeed possible to add a simple companion sharing in some form to the Request dialogue, it could be very interesting, with some conditions maybe (NPC having 100 with the PC), so you could equip a bit your enthousiast followers.
It is very funny to see Fargoth and Eldafire punching their way, but i doubt they will make it alive out of the various encounters without some equipment ;)
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Chloe Yarnall
 
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Post » Fri Jul 09, 2010 2:25 am

I just ran into a problem that appears to be caused by "NPC Functionality", and I'm not sure what's really going on. I started a new game, walked over to Arkngthand, and got attacked by Snowy Granius as usual. But after I killed him, the message "[Your crime has been seen.]" popped up and I got charged with a 1000 bounty. In my set of plugins the only mod that uses that message is NPC Functionality, so I tried removing that mod, and then went back and killed Snowy and this time I didn't get charged with his murder. So I'm not sure what is actually going on, but it looks like NPC Functionality is causing some killing to be misunderstood as murder?

Any ideas what's up with this?
Thanks.
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elliot mudd
 
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Post » Fri Jul 09, 2010 12:23 am

I just ran into a problem that appears to be caused by "NPC Functionality", and I'm not sure what's really going on. I started a new game, walked over to Arkngthand, and got attacked by Snowy Granius as usual. But after I killed him, the message "[Your crime has been seen.]" popped up and I got charged with a 1000 bounty. In my set of plugins the only mod that uses that message is NPC Functionality, so I tried removing that mod, and then went back and killed Snowy and this time I didn't get charged with his murder. So I'm not sure what is actually going on, but it looks like NPC Functionality is causing some killing to be misunderstood as murder?

Any ideas what's up with this?
Thanks.


Are you sure that you attacked Snowy after he hit you? In Vanilla unprovoked assaults are not reported as crimes where there is noone to witness the first blow. I have noticed, however, that NPC Functionality alters a GMST that controls the maximum distance at which an NPC can report a crime - I mean, it's possible that you attacked Snowy and then that crime was reported by one of the guards in Fort Moonmoth. Such a thing couldn't happen in Vanilla because the "witnessing distance", so to say, is much shorter. Of course, if you didn't strike the first blow, my whole theory loses all meaning :D.
I'm telling this because I had a similar problem with the quest in Tel Branora where you have to kill the rival mage who intends to assault the tower and her entourage. Usually I can just attack all those enemies with a ranged area spell, without legal troubles. But with NPC Functionality plugged in, the tower guards always end up reporting me. If I change that GMST back (by deleting the modified value in the Enchanted Editor), everything goes back to normal.
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loste juliana
 
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Post » Thu Jul 08, 2010 8:54 pm

I always thought to implement the companion share you needed to add it NPC by NPC (tedious when you have 1000 of them around) , or use some external app like Fligerty one.

No, you just need to have a dialog with the same name as the game setting governing it. I am fairly sure you can also do it for things like repair.
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Luis Reyma
 
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Post » Thu Jul 08, 2010 5:32 pm

Are you sure that you attacked Snowy after he hit you?

Yes. I went back and re-did it twice after it happened the first time. Snowy attacked first.
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.X chantelle .x Smith
 
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Post » Fri Jul 09, 2010 12:09 am

Yea, I have even not touched him, and had my companions kill him without me ever throwing a blow, and my crime would be reported.

What is the value that was changed for this, so I can remove it?
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Robert Devlin
 
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Post » Fri Jul 09, 2010 1:38 am

Bump, as I seem to be having the same issue as the above posters.
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Tai Scott
 
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Post » Thu Jul 08, 2010 3:16 pm

This is strange... I thought increasing the distance at which an NPC can report a crime would seem more realistic, but Snowy Granius shouldn't even have the alarm setting to do so (at least I dont think he does). I'll definitely look into this and see what's up.

Thanks for the feedback, I'll get around to updating this soon.
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Tessa Mullins
 
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Post » Thu Jul 08, 2010 11:14 am

Well, I crossed that bridge to see if he would attack me. He did. But I didn't get reported by anyone thankfully.
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Anna S
 
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Post » Thu Jul 08, 2010 11:27 pm

Any updates on this project Casey? Always looking forward to new updates! Also, wondering if you were still thinking about these previously mentioned features:

"Care to Talk?"-- A small group of dialog options, each one would have a different impact on disposition, similar to the admire function. Perhaps something like this;

Small talk: 0-2 points (no negative impact)
Casual talk about mutual interests: 1-3 points (little or no negative impact)
Gossip about the local rumors: 1-4 points
Discuss local politics: 4-6 points
Joke around: 3-5 points
Flirt: 3-6
Boast about your exploits: 3-8 points

"shall I play some music?"-- A small group of dialog options, each one would have a different impact on disposition, similar to the admire function. Perhaps something like this;

"Would you like me to play the drums?" (requires a drum)
"Would you like me to play the lute?" (requires a lute)


There was also the mention of a generic companion share addition possibly, any thoughts on that at all?

And since ManaUser mentioned possibly snagging some ideas from his Companion RPP Mod, I see some in there that could be nice additions:



Anyways, just wanted to check in, toss some ideas, plug this sweet mod (despite any pitfalls I have/had with it, still a must have), and see what the progress is!
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Symone Velez
 
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Post » Thu Jul 08, 2010 8:08 pm

AGH, with the slavescript gone and the bugs fixed this makes this Mod the best NPC interation mod I have ever seen. Great Job, and Thankyou for your hard work. :foodndrink:

Sad about the criminal reports tho. Hope it's an easy fix.

Could the Crime Report be reduced just threw the CS instead of an Enchanted Editor? If so can someone IM me on how to do this please?

Thx
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lauraa
 
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Post » Thu Jul 08, 2010 11:11 am

I'm a long time user of the Request Mod, which I considered to be one of my essential gameplay mods. It dovetailed perfectly with two of my other favourite mods, the LGNPC series and MCA. Very pleased to have this new incarnation. Top stuff.
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Taylrea Teodor
 
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Post » Thu Jul 08, 2010 2:51 pm

This post was an accident, sorry. :o


...replied to wrong topic...
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Chrissie Pillinger
 
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Post » Fri Jul 09, 2010 12:21 am

...Nevermind.
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Becky Cox
 
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