[RELz] NPC Functionality

Post » Thu Jul 08, 2010 8:04 am

I'm not 100% sure it is this mod as I just did a test with a huge slew of mods, however at the moment I suspect it is this mod. Anytime I brought up dialog, it was slow to come up, and there was a big pause after I clicked on each dialog topic. It has to be a heavily scripted dialog mod. I'm going to try removing this mod and see if that removes the huge lag. I like the concept for what it is worth.
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Dominic Vaughan
 
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Post » Thu Jul 08, 2010 5:01 pm

Do I need any of the expansions to make this work or is just Morrowind required....thanks
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Sun of Sammy
 
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Post » Thu Jul 08, 2010 8:21 am

this is really good but it does slow down dialog for me too.
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zoe
 
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Post » Thu Jul 08, 2010 8:42 am

Do I need any of the expansions to make this work or is just Morrowind required....thanks


Both Tribunal and Bloodmoon are listed as masters so they seem to be required.
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Rob Smith
 
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Post » Thu Jul 08, 2010 7:33 pm

Both Tribunal and Bloodmoon are listed as masters so they seem to be required.


Thanks...:)
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Logan Greenwood
 
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Post » Thu Jul 08, 2010 5:28 pm

I've returned to MW from my break so I'll get to work on all these issues soon.
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oliver klosoff
 
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Post » Thu Jul 08, 2010 8:41 pm

I've seen there's been some issue with Silgrad Tower mod's scripted sequence in Gnaar Mok.. with no-lore script. Well ST is essential for me, so I'm looking forward to new version or fix for this mod, cause from what I've read it's really great, and I definitelly want it :)
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Adam Baumgartner
 
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Post » Thu Jul 08, 2010 10:26 pm

For now, if you load ST after NPCF then it should work fine.
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El Khatiri
 
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Post » Fri Jul 09, 2010 12:16 am

For some reason unknown, I seem to have a problem after killing an NPC: http://www.gamesas.com/bgsforums/index.php?showtopic=920850

Cheats to reset death penalty flag do not work. Since mostly cm_partners 3.0 tend to attack or run away from me, I will try to reset both mods, partners and NPC Functionality.
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QuinDINGDONGcey
 
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Post » Thu Jul 08, 2010 7:25 pm

It'd be really nice to have your mod up and running, I like things that seem more real and personal. And you did a Great Job. :hehe:
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Sherry Speakman
 
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Post » Thu Jul 08, 2010 9:29 am

Hi Casey, how is this excellent mod coming along?

I noticed that in the current version the slavescript is broken. Read http://www.gamesas.com/bgsforums/index.php?showtopic=943863&hl=Functionality (post #15 specifically) for more information. As you can see, I was trying to offer a solution, but I'm unsure about my suggestion since I haven't looked into the guts of your mod. Any comments from the author would be welcome. :)
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Jose ordaz
 
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Post » Thu Jul 08, 2010 8:59 pm

For some reason unknown, I seem to have a problem after killing an NPC: http://www.gamesas.com/bgsforums/index.php?showtopic=920850

Cheats to reset death penalty flag do not work. Since mostly cm_partners 3.0 tend to attack or run away from me, I will try to reset both mods, partners and NPC Functionality.


I too have this problem, I've discovered. It's not just a nuisance, it's completely game breaking. If anyone has discovered if this is the result of a conflict and how to fix it, please let me know. Other mods I have effecting NPCs are the LGNPC esps, NPC Enhanced, Companion Health Bars, abots guars, and... that should be it. Unless another mod effects them without saying so in the readme (on that note, wtf is with certain people sneaking in "hidden features" in their ESPs?!)
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carrie roche
 
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Post » Thu Jul 08, 2010 10:09 pm

Nice thank you!
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Victoria Bartel
 
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Post » Thu Jul 08, 2010 10:55 pm

I've found yet another issue with this, it breaks guard behavior. I didn't notice for the longest time because it's none too noticeable, but instead of patrolling inside of stores so they keep an eye on all the corners, they'll just stand in one place and act like they've got ants crawling inside their armor. :/

The Murderer! issue still stands, load order makes no difference, and it doesn't appear to be a conflict at all.

I might have to open it up in the CS and remove all guard/crime scripts, as the increased "activity" in NPCs to me makes this a must-have, but said scripts completely ruin the game's crime system. Basically if you commit a crime, the game breaks. Essential NPCs sometimes will run away from you, stealing in stores becomes way too easy, it's chaos.

EDIT - Somehow missed the FIX on page 3, and earlier a post was made for fixing the NPC moving issues. Thank you guys for the fixes.
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Sarah Knight
 
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Post » Fri Jul 09, 2010 12:47 am

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.

I wonder... Would this work, maybe? Changing this:
If ( GetCurrentAIPackage ! 3 )If ( GetHealth < 1 )	ReturnEndifEndif

To this:
If ( GetCurrentAIPackage != 3 )	ReturnElseif ( GetHealth < 1 )	ReturnEndif

Just a hunch, but it'd be better to know what he was trying to do there.

Until we have a solid fix for this, is it safe to just remove those three scripts, and the follow scripts in "noLore" (I know I'll never use them)?
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Benito Martinez
 
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Post » Thu Jul 08, 2010 9:03 pm

How does this work with mods like Healers, LGNPC, Entertainers and Persuasion Response Expansion? :huh:

p.s: Casey, empty your PM folder!
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Angus Poole
 
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Post » Thu Jul 08, 2010 1:14 pm

How does this work with mods like Healers, LGNPC, Entertainers and Persuasion Response Expansion? :huh:

p.s: Casey, empty your PM folder!

I was worried about those, too. I did some thorough checking with the Enchanted Editor and I can't find any conflicts (excepting "Entertainers" as I don't use that and did not check). There are conflicts with "Reduced Commentary" and "Fliggerty's Fleeing Fetchers," but it's as simple as deciding which mod has the change you prefer and either loading it later of getting rid of the GMST you don't want.

EDIT: Oh, by the way, pretty sure it conflicts with the LGNPC NoLore mod.
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BlackaneseB
 
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Post » Thu Jul 08, 2010 11:15 am

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

I am using this mod myself, and just noticed this glitch (and now see the crime issue, but I grabbed the fix esp for that). Anyways, I have no idea how to go about doing this fix, still pretty inexperienced, anyone care to explain a little further for a novice modder?
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Gen Daley
 
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Post » Thu Jul 08, 2010 4:39 pm

How does this work with mods like Healers, LGNPC, Entertainers and Persuasion Response Expansion? :huh:

p.s: Casey, empty your PM folder!

It plays nice with the new http://www.gamesas.com/bgsforums/index.php?showtopic=955456&hl=Entertainers mod that was just released by Adul, as I am using that (heck, that also plays nice with NoM too)
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Danny Warner
 
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Post » Thu Jul 08, 2010 10:40 pm

Well, it seems I was right, I do not know how to use TES AME it seems. I tried loading the mod up in there, and found the fIdleChanceMultiplier GMST listed, highlighted it, hit delete (which did not seem to do anything), and then saved it. I added that to my Data Files and replaced the old ESP (still have a backup) with the one I modded with TES AME, tried loading my saves after updating them in Mash, no change..the NPCs still stand in only one place. Tried starting a new game to see if it would just be the saves, same result. So it looks like for some reason it is not pulling that GMST setting for me...

Anyone got thoughts about what I might be doing wrong here?

EDIT: Nevermind, I see that TES AME does not like the delete key for actually deleting things, it likes space, problem resolved.
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Phillip Brunyee
 
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Post » Thu Jul 08, 2010 2:13 pm

Sorry everyone, I haven't been able to work very much on this as the military prioritizes over gaming, but things should be settled down around the end of the month. When I get back home in a few weeks I'll upload the latest version of this, which fixes all the GMST/script issues everyone's been plagued with. For now, just work with the community fixes available and I'll get back to everyone ASAP with an official new release on PES. This is my only chance of being on the internet right now so I figured I'd drop by real quick and tell everyone I haven't forgotten.
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TIhIsmc L Griot
 
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Post » Thu Jul 08, 2010 5:49 pm

Glad to hear it. Rest assured, we haven't forgotten about the amazing work you've done, either. :)
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Mizz.Jayy
 
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Post » Thu Jul 08, 2010 6:25 pm

Just downloaded it off (that really bad site) Rapidshare, when will we see this on PES or Nexus or any other mod site? it's said "pending" on the first post for months.
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Manuela Ribeiro Pereira
 
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Post » Thu Jul 08, 2010 9:11 am

Two posts above your own.
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ZzZz
 
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Post » Fri Jul 09, 2010 1:05 am

Two posts above your own.

Ahh, thanks freind, I hadn't seen that. :)
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Emily Graham
 
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