[RELz] NPC Functionality

Post » Thu Jul 08, 2010 5:16 pm

Any more bugs? Ideas? Please send them my way - I'm doing this as much for me as everyone else so the more functionality, the better!

Yes: my http://www.gamesas.com/bgsforums/index.php?s=&showtopic=876055&view=findpost&p=12783692 regarding compatibility has not yet been satisfied. :)
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KRistina Karlsson
 
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Post » Thu Jul 08, 2010 7:17 am

I don't really play Morrowind but i am dling this and giving it a run through. :D

Will be back with my thoughts after I see whats good. :D
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Euan
 
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Post » Thu Jul 08, 2010 9:53 am

Yes: my http://www.gamesas.com/bgsforums/index.php?s=&showtopic=876055&view=findpost&p=12783692 regarding compatibility has not yet been satisfied. :)


Yes it has. I just said it should be compatible with everything. Even mods that do the same thing. You'd just have two different menus that do the same thing. :)
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Juan Cerda
 
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Post » Thu Jul 08, 2010 6:17 pm

Well i did a quick run through...

First I gave Fargoth his ring and he was quite happy so he was practicly begging to follow me. I then decided this guy is a loser and he should stand on the bridge from now on reflecting on his life. Then i left and went towards the silt strider to check the newly imported silt striders from who knows where. came back and saw him running towards the mountains. :S I chased after him told him to follow me again and led him back to his bridge and there is where he stays yet. :D

So then i find a lovley little Breton girl named Melian something or other, (placed by MCA) gave her some brandy, some bread, some other drink cant remember anymore, and then bribed her with 1000 septims and she still wasnt happy enough to follow me. :( Also as I was talking to her this pig of a guard was standing right behind her sniffing her hair (I swear he really was making sniffing sounds) and then he whistled. :S Anyway.... So I walked around for a bit went back to her and to my sruprise her disposition shot up to 97% for some reason, I guess she likes to play hard to get and is happy when you are persistent. So then we went on a short adventure to the cave by the silt strider (dont remember the name) and I met my demise soon there after. :D

Was alot of fun. :D

Oh is there a way to share junk with these folks???
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Lou
 
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Post » Thu Jul 08, 2010 5:25 pm

I'm afraid there's no companion share function and probably never will be. It's just not possible with the MW engine unless the NPC is temporarily "killed" and resurrected (like in VE). Companion sharing is more down Fliggerty's isle, I think. Check with his companion share mod.
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Natasha Callaghan
 
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Post » Thu Jul 08, 2010 5:11 pm

This is awesome. Is there a recommended load order with respect to the LGNPC mods or anything else you can think of?
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Stay-C
 
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Post » Thu Jul 08, 2010 7:08 pm

If its not too different from the original Request Mod, load order should not matter. It adds a few new dialog topics. So I'm pretty sure it wont conflict with anything...Except maybe a previous version of The Request Mod of something else that happends to use the same topic names.
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Kieren Thomson
 
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Post » Thu Jul 08, 2010 4:30 pm

Yes it has. I just said it should be compatible with everything. Even mods that do the same thing. You'd just have two different menus that do the same thing. :)



Hi. Great mod.

A small report...

NPC Functionality alters the slave scripts. Load it BEFORE figg's slave mod if you want fliggerty's mod working as it should.
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no_excuse
 
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Post » Thu Jul 08, 2010 10:50 am

Ah. I'm proven wrong. :)

(edited for clarity)
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Trevi
 
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Post » Thu Jul 08, 2010 12:02 pm

Futhermore..

The mod changes the NoLore script. For some players really no big deal at all but for vampire embrace players OR players with savegames with high playtime (means you altered A LOT in your gameworld) .

The reason is...

If the player encountered NPCs with the nolore script and "edited" them ( enslaved,embraced, changed their clothes ect. ), and saved the game -> the NoLore npc's changes are stored now in the savegame. Upon loading the save by adding the mod NPC Functionality you get error messages like "Global variable count in NoLore script has changed". This message accurs the same time equall the edited NPCs/creatures using NoLore.

After loading such a savegame with those error messages you resets their stats of the NPC using Nolore, sometimes their inventories OR reverting their slave, thrall, Vampirsim status too.

Sulution.
.. Start a NEW game.
.. ignore the error messages knowing that you don't care about reseting those affected NPCs.

I conclude...
This mod is a great addition. And in my opinion the benefits from it outweights the fact that some players with ongoing savegames "might" reset the NPCs using Nolore. That applies only to players who use mods that !"gradualy" changes NPC status like Vampire Embrace.

Not forget that this mod conflicts with any mod that changes the Slave script. If you want use benefits from mods which changes slave scripts like figg's slave mod and forget about the custom slave responses NPC Functionality gives,, ... load NPC Functionality BEFORE the specific mod.


...Deylendor
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Shelby Huffman
 
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Post » Thu Jul 08, 2010 9:40 pm

What if someone is following you due to some quest (leading a pilgrim, whatever)? If you go into these new dialogs will the game know the NPC is still on the quest and you'll be credited with completion when it's done?
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Daniel Brown
 
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Post » Thu Jul 08, 2010 4:16 pm

What if someone is following you due to some quest (leading a pilgrim, whatever)? If you go into these new dialogs will the game know the NPC is still on the quest and you'll be credited with completion when it's done?


It depends on how the quest stages are build. Normaly quest related problems should not accur, especially when they are plain morrowind quests. If you get no error messages on loading the mod your're perfectly safe. But if you get some error msg don't panic. You may play the game further witout issues.

And besides.. The npc has to use the No Lore script to be affected.
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Alisia Lisha
 
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Post » Thu Jul 08, 2010 2:08 pm

Is the reset of no lore NPC a one-time incident? I mean, could I add this mod safely to a game with VE where I am not yet a vampire?
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Nathan Hunter
 
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Post » Thu Jul 08, 2010 8:25 am

Is the reset of no lore NPC a one-time incident? I mean, could I add this mod safely to a game with VE where I am not yet a vampire?


YES .The reset is a one-time incident.
YES. You can add this mod safely while using VE but not being a vampire yet.

It's even safe to use with VE while being a vampire if you haven't embraced, enslaved, enthralled NPCs with the NoLore script.
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Amelia Pritchard
 
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Post » Thu Jul 08, 2010 5:30 pm

I'm thinking about making the script changes an optional thing for the next release of this mod - I never anticipated a problem like an NPC "resetting," and I know I certainly wouldn't like that in my game.
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stevie critchley
 
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Post » Thu Jul 08, 2010 5:46 pm

I've used The Request Mod in every game for a long time, it's a must-have. :goodjob: :)

Well Done, Casey Tucker, i'll use this instead, now. :D

One thing just occurred to me :) - have you ever considered adding a "Get out of the way, Fool" type request for those who play a more aggressive Character? With maybe a response (possible fight) to match?
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Lizbeth Ruiz
 
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Post » Thu Jul 08, 2010 10:52 am

I'm thinking about making the script changes an optional thing for the next release of this mod - I never anticipated a problem like an NPC "resetting," and I know I certainly wouldn't like that in my game.


its not so drastical. Just a few npcs use nolore scripts. As sayed it affects players who gradually change npcs.
-----

But keep up the good work. This mod is a great addition, honestly. NPCs feel more alive.
Ehm... and skeletal revenants too :D. ( funny to ask a skeleton what date it is when you awakened it ) :P

Futhermore this mod has so much room for additions that you could probably work on it for weeks and still having ideas for more :D
But take you time, great dishes need time to prepare ;)
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Angela Woods
 
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Post » Thu Jul 08, 2010 6:40 am

I downloaded this last night but didn't have a chance to test it yet (and I'm at work and can't test it now...argh). I've gotten a report from one of my testers that it's breaking important dialogue with one of my added npcs though. The npc has a greeting that initializes several important topics and it's not showing up. Is there something about the dialogue or scripting in this mod that could be messing with that?
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m Gardner
 
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Post » Thu Jul 08, 2010 6:40 am

I downloaded this last night but didn't have a chance to test it yet (and I'm at work and can't test it now...argh). I've gotten a report from one of my testers that it's breaking important dialogue with one of my added npcs though. The npc has a greeting that initializes several important topics and it's not showing up. Is there something about the dialogue or scripting in this mod that could be messing with that?


Nope. As far as I know this mod doesn't change greeting.
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T. tacks Rims
 
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Post » Thu Jul 08, 2010 8:51 pm

Casey Tucker... With your mod there is no more need for writing own control dialogue or companion npcs :D.
Every one can now easily create a companion just with a few tricks.

Imagine. You write just custom greetings for you companions. And let the greetings set the companion disposition to 50 (neutral) so they won't follow you. When certain conditions met you just disable the disposition setting to 50 and they can follow you.

A mercenary mod easy made ;)
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Skivs
 
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Post » Thu Jul 08, 2010 5:25 pm

The mod shouldn't change greetings.

I've thought about making responses that correlate to every emotion you can put into your words, like "get out of the way fool" or "please, I need to get through", but it's just too much overkill imo. I'm too consistent to make a change to one thing and not revamp the entire system.
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Kari Depp
 
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Post » Thu Jul 08, 2010 6:15 am

The mod shouldn't change greetings.

I've thought about making responses that correlate to every emotion you can put into your words, like "get out of the way fool" or "please, I need to get through", but it's just too much overkill imo. I'm too consistent to make a change to one thing and not revamp the entire system.


Right right. But don't change too much. The base concept is perfect and roleplayer friendly.
You enrich the mod just and I do the compability paches for VE and Blasphemous Revenants , 'kay ;)

besides.. for vampire embrace users.. now you can gain npcs trust and influence them to follow you .. hehe hehehe muahahaha

Or use private mobile base with that mod..
go with your base to seyda neen and influence the entire town to follow you into your flying citadel ... alien kidnapping :P
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Leonie Connor
 
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Post » Thu Jul 08, 2010 10:16 pm

I've used The Request Mod in every game for a long time, it's a must-have. :goodjob: :)

Well Done, Casey Tucker, i'll use this instead, now. :D

+1 B)

The Request Mod adds a ton of immersion to MW for me..... for example, I use the "How are you" request all the time without even thinking, not just cos this makes things feel more real, but also because there's a chance of a small disposition bonus (I think it is?) doing this, so it makes sense to use this when you're talking to traders etc, too.

Also, the "Please move.." request works really well, and feels like a really natural solution to the problem of obstructive NPCs (better than using the console to walk through them, or whatever).

Anyway, it's really nice to see such a great mod updated.
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BlackaneseB
 
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Post » Thu Jul 08, 2010 8:41 am

If I knew what variables and conditions VE called for, I'd integrate compatibility with those mods with my next release and there wont be a need for a patch.
And "How are you?" does give disposition raises, and it should only work once in any "scene," so you can't just keep "How are you?"ing to 100. I've kinda made it a habit to just ask that of every stranger I meet in MW. "Please move" is still technically bugged, because I have no way of detecting what flags were set to what on their AIWander settings. So technically it might make NPCs more "energetic" than they were before. Honestly it really doesn't matter, but I'm just saying... if there's an NPC that doesnt budge at all from their location and are supposed to stand still then it's probably best not to tell them to move, because they wont stand still again.
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Chloe Botham
 
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Post » Thu Jul 08, 2010 5:04 pm

"Please move" is still technically bugged, because I have no way of detecting what flags were set to what on their AIWander settings. So technically it might make NPCs more "energetic" than they were before.


That isn't really a "bug".
Just make sure you give seperate AIwander packages for interior and exterior cells. The exterior package should have a bigger radius flag.
It doesn't matter if your aiwander packages override the one default game gave each npc, many mods change them either and nobody bothers because they don't affect gameplay at all.

And besides. I think the original npc wander packages resets themself if the npc is in wander mode after 72 anyway. So your "please move" isn't really bugged.
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Phillip Brunyee
 
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