[RELz] NPC Functionality

Post » Fri Jul 09, 2010 12:35 am

You can ask for 10, 25, 50, 100, 200, 500, 1000, 2000, 5000, or 10000 gold. If they actually have that kind of money on them at the time, receive promise that you'll pay them back, and like you well enough, they might lend you some money. The higher sums of money will be expected to be repaid, possibly with interest - and they WILL remember!


I don't know if this is possible, but if you borrow a lot of money and don't repay it, a wealthy/influential person should be able to either get the law after you, or hire the Morag Tong--unless you're in the MT, in which case it'll be a series of assassins.

In any case, I think this is a great mod that really fills a need in the community. Thanks for providing it! :)
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Fri Jul 09, 2010 1:27 am

Long time passed since I checked in to see the progress of this mod.. Looks it got updated too.

Question: Is the AIWander command radius for interior/exterior fixed? Or do some NPC's still stand on the spot instead of wander when told to?
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Thu Jul 08, 2010 11:50 am

Posted by Eisenfaust at 2009-03-10 11:43:25 Voted 10.00 on 03/10/09
I am so glad you fixed that bug where people would not wander with this mod installed (most likely an interaction between a pair of mods, I'd think...) This will do very nicely as one of my new mods in my [permanent] collection!

-E. Faust: Avatar of Metal
_________________________
--------------------------------------------------
"Oh, what the Hell, who wants to get fat on fine wine and gourmet food with beautiful women in some lush tropical setting, anyway?"

- Jigen from "Castle of Cagliostro"


I dunno if thats the same problem. Its a quote from the comments section on PES.
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Fri Jul 09, 2010 2:58 am

Just a simple request: Could you ad a readme-file with the download. Thanks :-)
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Thu Jul 08, 2010 10:23 pm

Back from a long break.
Sorry progress is so slow.
User avatar
Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Fri Jul 09, 2010 12:41 am

Back from a long break.
Sorry progress is so slow.


Welcome back.
User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Thu Jul 08, 2010 6:45 pm

Is this mod combatible with Antare's Big mod, Morrowind Patch Project and Dracanos Voice?

Edit: Forgot Morrowind Code Patch.
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Thu Jul 08, 2010 2:28 pm

Is this mod combatible with Antare's Big mod, Morrowind Patch Project and Dracanos Voice?

Edit: Forgot Morrowind Code Patch.


I've had no issues with conflicts involving Dracanos or the MCP.
User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Thu Jul 08, 2010 1:23 pm

Mod should be compatible with everything.
User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Fri Jul 09, 2010 1:27 am

Mod should be compatible with everything.


Ok. Thanks.

downloading...
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Thu Jul 08, 2010 6:51 pm

Tried this out on a clean install and did some trialing... awesome mod! Using the console to test out Faction Control, I must say I've always underestimated just how badly an Imperial Guard can overpower the general bandit scum of Morrowind. With a small team (1 healer from Moonmoth, and two Legion men) I made small work of a number of places!


If the outstanding issues (the crime detection radius thing was still an issue -- right?) are resolved I'll definitely be adding this to my main install.
User avatar
Lizzie
 
Posts: 3476
Joined: Sun Nov 19, 2006 5:51 am

Post » Thu Jul 08, 2010 8:10 pm

I think I fixed the crime radius thing (I can't remember though, it'll definitely be in the next release if not).

Yeah, a trained legion soldier can smash the typical bandit no problem. What's fun is building a civilian riot and trying to outsmart the legions in Ebonheart.
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Thu Jul 08, 2010 2:16 pm

Been a minute since an update on this, was wondering if it was still alive? Also curious about the crime detection issues were worked out now (as I had lots of problems getting reported for killing Snowy when I crossed that Dwemer bridge).
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Fri Jul 09, 2010 3:42 am

I absolutely love this mod. Great project.
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Fri Jul 09, 2010 4:45 am

I shelved it for a little bit, but I'm working on it now. I'm putting in an ability to request NPCs to use potions. I've got a few other projects I work on too, so I'm sorry if development is slow. In this next version the crime thing will be gone and there wont be any problems with Snowy Granius.
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Fri Jul 09, 2010 3:17 am

I shelved it for a little bit, but I'm working on it now. I'm putting in an ability to request NPCs to use potions. I've got a few other projects I work on too, so I'm sorry if development is slow. In this next version the crime thing will be gone and there wont be any problems with Snowy Granius.

Good news to hear, and no worries on slow development, I am of that camp myself.

I look forward to the update of this, as if the crime issue will be resolved, and you have some other tweaks going in, this will basically be THE NPC Interaction Mod.
User avatar
Mark Churchman
 
Posts: 3363
Joined: Sun Aug 05, 2007 5:58 am

Post » Fri Jul 09, 2010 12:52 am

Any updates?
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Thu Jul 08, 2010 2:44 pm

So now that I'm back to this all, I've been going through some old threads to scrounge up ideas now that I've started modding again. Now that I think of it...

It's a way to automate some simple commands for your party members based on a simple conditional system. Basically you give each member of your party a gambit card, which is a list of priorities and conditions. When a certain condition you set is met, your character (or a party member) will respond with an action based on what you define before hand. For example, you can setup a gambit for one of your team members, so that whenever an ally's HP drops below 50%, you or an ally will automatically cast cure on them. Or if a party member is poisoned one member would use an antidote on them, or if a party member is dead, someone will cast a phoenix down on them. Or if a monster is weak to ice you can have your mage (or any party member) cast a fire spell automatically. And if an enemy only has 10% health left, instead of all your party members casting a spell, they could fight melee instead.


I might be able to make scripts work more intricately to mimic Vality's description of the Gambit system, though it'd be very limited at best (though still quite useful). The number of designated "companion scripts" that are necessary to make this happen would also be limited.
Definitely something to look into. Research in progress. :)

edited:typo
User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Thu Jul 08, 2010 3:10 pm

Cool, sounds like a variation on that could be really useful. Glad to see you back, Casey Tucker :)
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Thu Jul 08, 2010 7:16 pm

Hi! Just wanted to thank you for a lovely mod after playing with it some time, it has became one of my must haves! Does what I expected when downloading, but also so much more, that being the subtle way this really breaths life to the people and Morrowind! :)
In some weird way I think I personally may even like the feel of it more than that of the LGNPC mods...Maybe because this leaves more room for imagination (and random chance) but still makes the NPC?s feel lively, and also makes the player really an interacting part of the world.

Also I just started using Fliggerty`s Universal Companion Share with this, and now that combo really rocks, very much recommended for anyone willing/able to use Morrowind Script Extender! Together they make the most immersive "multi-companion" mod I?ve played, balanced, fun, realistic- so much so that I?d like to skip the words "companion mod" alltogether, it?s just a more realistic way of being & interacting as a person in the world now.

As for suggestions, me too I might like "flirt" and "play music" options that were mentioned a couple of times in this thread! (Though the NPC?s do actually flirt at you allready with high disposition in some "how are you" responses! :P )
Yeah, and extra thanks for for taking into consideration whether the player is female or male in responses, not every mod or actual game(!!) does, us females usually being left the short end of the stick...

It?s a perfect gem allready but I?m glad if you?re still polishing it!
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Fri Jul 09, 2010 4:44 am

Figured I would poke this thread and see if there were any updates in regards to this project at all? I see there were a few suggestions made since the last release, and some other things Casey said was in mind for the next version as well - so, yea, just absently curious if this project has gotten any attention in recent months :)
User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Previous

Return to III - Morrowind