[RELz] NPC Functionality

Post » Thu Jul 08, 2010 7:22 am

I thought the same thing, Deylendor. ^^ It's really more of a feature, because he also has a "stay here" command for the NPCs. So you can move NPCs where you want them. And if you really lose someone.. just console, "RA" and be done with it!
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dean Cutler
 
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Post » Thu Jul 08, 2010 2:24 pm

Yeah, I guess that's true. The exterior/interior thing is a good suggestion though, I'll keep it in mind for the next release.
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patricia kris
 
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Post » Thu Jul 08, 2010 2:45 pm

I've been using the Request mod for some time now, and it seems like a pretty cool mod. The extra dialog options are useful and well implemented, although I've been more prone to use "Give your Orders" to command NPC followers. Regardless, the extra options are nice to have avaliable, especially since they don't conflict much with the other mods I have installed.

I honestly thought the Request mod wouldn't be updated again, so I was suprised to find this new version avaliable. I haven't played much with the new version yet, but It looks good so far.

Anyways, since your open to suggestions, here's a couple of ideas...

"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

[Offers]-- Since you have such an extensive request dialog tree, perhaps you could expand the services that the player can offer the NPCs?

"Do you need some extra money?"-- An alternative to the bribe function, without the risk of offending the npc. It could allow for more payment options (25,50,75,150,whatever) with an appropriate disposition gain that matches the amount paid.

"Are you looking for a trainer?"-- Allows the player to train npcs, free of charge.

"Looks like you need a drink"-- removes a random liquor item from the player's inventory and gives it to the NPC.
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JR Cash
 
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Post » Thu Jul 08, 2010 10:00 am

Yeah, I guess that's true. The exterior/interior thing is a good suggestion though, I'll keep it in mind for the next release.


Happy to help.

An idea. Spellcasters could be able to summon creatures for you. Give a choice of duration .. 60, 120,180,240.
Futhermore a duration of 180+ creature could switch stay and follow packages on activating them.

Oh boy, oh boy. Your mod has room for oceans of improvements like morrowind itself :D
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Spooky Angel
 
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Post » Thu Jul 08, 2010 10:02 am

Me prefer not "small talk" "talk about something" things, I prefer "How are you" "what do you think about politic?" etc,dirtect questions
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Emzy Baby!
 
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Post » Thu Jul 08, 2010 4:24 pm

I'm not sure if it's NPC functionality, an intentional change, or a conflict with another mod, but when I load NPCF, all the Npcs stop walking around. It's not that big of a deal, but it might be a bug.

Besides that, everything seems to be working fine. I'm glad "how are you" has been balanced, although I still think there should be more dialog options avaliable that slightly raise disposition. The new sneaking request is pretty cool, it's a useful addition. I haven't had the chance to use any of the combat commands yet, but once I get a decent party together, I'll try them out.

Here's another suggestion: The companion mod "Friends and Rivals" has a dialog command called "shall I play some music?" I found this interesting because you actually had to have a lute in your inventory to play it, or you would lose 1 point of disposition (they would question your sanity). If you did have one, I think you gained 5-6 disposition.

I can't recall if the player could actually generate music, but the point is this: Having more dialog options that actually require certain items would add value to the some of the usless items in the game, give the player a reason to carry some of the misc items in his inventory, and add another dimension of interaction with the npcs.

some quick examples...

"Would you like me to play the drums?" (requires a drum, obviously)
"How about we share a drink?" (requires a liquor item)
"I can clean your shop if you'd like." (requires a broom and bucket, applied only to merchants?)
"Don't test me, scum! (holds a blade to their throat)" (threatens the npc, requires a short blade)
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Steeeph
 
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Post » Thu Jul 08, 2010 10:20 pm

I cannot fathom why the NPCs would stop moving - I don't think it's NpcF.

I really like your ideas, particularly the "threaten" one... it makes me want to finish my criminal/crime mod.

The problem with more functions is, if I were to categorize everything properly, it might clutter up the dialogue menus even more so than they already are.
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JAY
 
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Post » Thu Jul 08, 2010 12:45 pm

Just a quick bug report. You have a "Right Eval" error in your modified slavescript.

Also, some of the dialogue...damn I should have written down which ones, but while asking the LGNPC khajiit slave for Tel Uvirith some questions using your requests, some oddities came up. One was using the %PCRace tag in a way that was kind of jarring. I think it was something like "I'm always happy to see Dark Elf you." It was a little odd like that. I also asked her what her best skills were and she told me "none of your business", which didn't really fit with a slave class...getting all uppity with her master. And as a Khajiit, when I asked her if she had any spells she said "um, nope." I dunno, kind of odd again, for a khajiit slave to say. A "no miss" or "no sir" might be more appropriate.

These are just some small suggestions though. Is there some filtering if the race is Khajiit, or if the class is a slave class?
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Erika Ellsworth
 
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Post » Thu Jul 08, 2010 2:11 pm

I've taken everything you've said into consideration for a second version - I've sorted dialogue by Khajiit and made a small attempt at sorting some entries by "slave," but evidently it's noticeable that it's not enough.

I'll address this issue in the next version, and see if I can reproduce the slave script error. Thanks for your input.
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Liii BLATES
 
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Post » Thu Jul 08, 2010 11:34 am

PD: For add more "realism"...Will you add a feture like "what's your weakness?" so, if you want kill someone,you can try make friend of him, go to a cave or something, and ask him about his weakness.Then,you can kill him using,for example,a frost weapon if he is weak to frost.

Why you... Backstabber!

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.

Companion share is indeed possible with vanilla morrowind (scripting?), in the partners mod, you can companion share. I'm not sure how it's done, but it's possible. A good thing to add to this mod.

"Don't test me, scum! (holds a blade to their throat)" (threatens the npc, requires a short blade)

You shouldn't need a short blade for this, just maybe some type of sharp weapon (spear, blade, ...axe?)
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Killer McCracken
 
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Post » Thu Jul 08, 2010 2:46 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 share is indeed possible with vanilla morrowind (scripting?), in the partners mod, you can companion share. I'm not sure how it's done, but it's possible. A good thing to add to this mod.

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 :)

I don't know where you got the idea that VE uses resurrection, as that would reset inventory contents :)
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Alexandra Ryan
 
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Post » Thu Jul 08, 2010 8:42 am

Very nice!! I tought of getting your old request mod many times when swearing& jumping over NPCs blocking the way- "will you please move you..."For that and the other functions too, really. Don?t know why I never did, maybe to raise my acrobatics! But now, this mod is just perfect!

PD: For add more "realism"...Will you add a feture like "what's your weakness?" so, if you want kill someone,you can try make friend of him, go to a cave or something, and ask him about his weakness.Then,you can kill him using,for example,a frost weapon if he is weak to frost.

:nono: :evil: Gave me the giggles...Ehem...But now you can at least casually ask the archmagister soon to be replaced "Do you know any usefull spells?", to be prepared for what?s coming...
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Teghan Harris
 
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Post » Thu Jul 08, 2010 7:55 pm

Very nice!! I tought of getting your old request mod many times when swearing& jumping over NPCs blocking the way- "will you please move you..."For that and the other functions too, really. Don?t know why I never did, maybe to raise my acrobatics! But now, this mod is just perfect!
:nono: :evil: Gave me the giggles...Ehem...But now you can at least casually ask the archmagister soon to be replaced "Do you know any usefull spells?", to be prepared for what?s coming...


Depending on certain factors (depending on how the author might change the current implementation) some people might not be so gullible as to give away their secrets...

-E. Faust: Avatar of Metal
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Sharra Llenos
 
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Post » Thu Jul 08, 2010 4:40 pm

I'll discuss it with him, Eisenfaust, since that'd be an awesome idea ^^

So far he's been able to set it up so people act realistically -- you can expect it's only gonna get better.
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sally R
 
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Post » Thu Jul 08, 2010 8:47 am

Excellent mod, but after I installed it I also had a bug where all NPCs stop moving idly. It isn't the biggest annoyance in the world and it's not worth uninstalling this mod to fix, but it's still somewhat jarring.

I'm assuming since few people seem to have this problem, it's a conflict. I can post my modlist if you want.
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JD bernal
 
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Post » Thu Jul 08, 2010 2:34 pm

I was able to get the npcs walking again by removing the changes made to "fIdleChanceMultiplier" with TES mod editor.

Although I haven't played much, I've been messing around with some of the combat commands, so I'll try to give some feedback.

I haven't been able to get healers to provide proper healing support. When I issue this order, all they do is waste their magicka with a couple spells and engage in hand to hand combat. When my health does fall beneath 40%, they tell me they're tapped. I've tried telling them to stop using magic so they can conserve it for healing, (they usually reply, 'I'm a healer, so this shouldn't be a problem') but they don't cast the spell then, either.

However, healers are very useful after fights, It looks like the requested cure spell heals everyone around you, which makes up for their incoherence during the previous fights.

(I should note that I'm using several mods at the moment, including "Healers", "Balanced NPC Spellcasting", and "Balanced Spells." These are the only mods I see that might conflict with NpcF's healer functions.)

Here's something else. So far, npcs (besides archers) who are ordered to either stay out of the fight or stay at a safe distance ignores the command and starts attacking the enemies with their fists. I haven't seen any npcs run from an egagement or stay back when these commands are in place. I figured this is because Npcs can't stay in follow mode while the player is being attacked, but it would be helpful if they actually kept their distance, especially when fighting your dangerous enemies.

Keep in mind, these are just minor issues, the mod as a whole is very well done and all the other request commands seem to be working as they should.
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Marcia Renton
 
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Post » Thu Jul 08, 2010 10:32 am

Here's something else. So far, npcs (besides archers) who are ordered to either stay out of the fight or stay at a safe distance ignores the command and starts attacking the enemies with their fists. I haven't seen any npcs run from an egagement or stay back when these commands are in place. I figured this is because Npcs can't stay in follow mode while the player is being attacked, but it would be helpful if they actually kept their distance, especially when fighting your dangerous enemies.


It seem you are using a mod that changes AIFlee value.
I don't have fist attacking npcs while I ordered them not to fight.
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Sarah Knight
 
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Post » Thu Jul 08, 2010 2:58 pm

How is progress going on the next version, Casey? I can't wait!
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Brian Newman
 
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Post » Thu Jul 08, 2010 9:03 pm

Right now I've taken a little break from this one (I'm sorry! I'll return to it in time). The thing with Morrowind modding is that I can't work on one thing for too long or I'll lose interest, consequently discouraging me from continuing. That's why I have multiple projects of similar or greater caliber that many people haven't heard about. That's also why it took me so long to make this mod, when I could have theoretically completed it in a week.

Dirges pestered me a lot about my realistic combat mod and she'll try to keep me up some nights to get working on it (and the one time I cooperated, I actually got something done), and that's not to mention several side-projects of mine that I'm thinking will be big one day... including something nobody's ever considered before (or thought possible).

Give it time, and in the meantime, some suggestions on improvement will do well to encourage me to move back to this sooner, and get it finished for everyone. Thanks for the interest in this project, it really does keep me going.

:)
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Peter lopez
 
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Post » Thu Jul 08, 2010 1:41 pm

With permission of Casey, I'm releasing a version that fixes NPCs getting stuck on 'murderer' responses even after you clear your crimes.

http://www.tesnexus.com/downloads/file.php?id=20304

Replace the ESP with the fixed version.
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Nana Samboy
 
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Post » Thu Jul 08, 2010 7:27 pm

Greetings, I'm not sure about this yet, but entering Sadrith Mora (actually, exiting Wolverine Hall), I got an expression error warning about slaveScript:

"Script Error: EXPRESSION in slaveScript
Right eval"

I have lots of mods, but I think the only mod that replaces slaveScript is NPC Functionality (I'm using the modified .esp from Hrnchamd, but the same thing appears in both versions). Looking in slaveScript, I see the following line:

If ( GetCurrentAIPackage ! 3 )

Shouldn't that be:

If ( GetCurrentAIPackage != 3 )

Or is it an acceptable variant?

Thanks in advance for any insight.

Edit:
Well, I fixed that conditional expression to use "!=" in the three scripts (dancingGirlScript, slaveScript, and vedamDrenScript), and I no longer get the error. So maybe that was it.

Edit 2:
Well, after the above change, I have a new problem. Now when I go to Sadrith Mora, the 3 slaves Ereel-Lei, Milos, and Qa'Dar start following me around everywhere. If I remove "NPC Functionality.esp" from my load list, they do not appear and start following me.
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Cheryl Rice
 
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Post » Thu Jul 08, 2010 11:13 pm

This is excellent.


Cheers! :foodndrink:


This should be compatible with Give Your Orders, right?
Although it might be kind of useless using them both at the same time.
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Isabel Ruiz
 
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Post » Thu Jul 08, 2010 6:16 pm

Right now I've taken a little break from this one (I'm sorry! I'll return to it in time). The thing with Morrowind modding is that I can't work on one thing for too long or I'll lose interest, consequently discouraging me from continuing. That's why I have multiple projects of similar or greater caliber that many people haven't heard about. That's also why it took me so long to make this mod, when I could have theoretically completed it in a week.

I'm exactly the same way.

Incidentally I made a mod a little bit like this, but only for NPC who are already "companions". It was called "http://webpages.charter.net/manauser/morrowind/#rpp" (for Roleplay Plus). If you work on this more you're welcome to ransack for ideas, scripts or whatever.
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Genevieve
 
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Post » Thu Jul 08, 2010 10:45 pm

Sounds like a great mod, just one question; could it be possible to add the healing scripts to temple prie a heasts? I hate how everybody tells me to go seeler but they dont do anything for me....would add greatly to the immersion
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FABIAN RUIZ
 
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Post » Thu Jul 08, 2010 1:17 pm

Since Casey Tucker said he's taking a break on this, in the mean time you might want to check out http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1430, or my own take on the idea, http://manauser.info/morrowind/#minimods (part of the mini-mods bundle). In mine they can also cure diseases and restore stats, but you won't get anything for free unless you're broke and in really bad shape.
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Lindsay Dunn
 
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