[Relz] bg's Misc Mod Collection

Post » Sat Feb 19, 2011 5:48 am

Agreed. A combo Cats&Rats + Dogs would be a great thing IMHO.


I'd love to see it, as well. :)


Yes I agree as well, it'd be nice to see them in the game in not too large numbers.


Thought everyone would.

Katnap - I will keep the number down, since I want to keep it fairly easy on cpu processing after all..guess I should start wip thread and gather ideas ..
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Sat Feb 19, 2011 1:09 am

Err, ah. Hi BG! I have a question about "Protect Mortal Quest NPCs" that I've been meaning to ask, but I never remember. When I load this mod in an existing character's mod line-up, I see SI quest started and then SI stopped. Both of my characters have been in Cyrodiil when I added the mod, I have SI installed, so I would like to ask; does this mod activate the SI portion when the character goes there? One character had already done the MQ of the isles and the other one hasn't gone to SI yet at all, so I've been unable to tell in-game whether the SI people are "protected."

I really like how this works, it is nice to see other NPC's still in the game, who are not just bandits and marauders ;)
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Fri Feb 18, 2011 9:30 pm

does this mod activate the SI portion when the character goes there? One character had already done the MQ of the isles and the other one hasn't gone to SI yet at all, so I've been unable to tell in-game whether the SI people are "protected."
These are "just" debug messages I forgot to remove :D.

Background: The plugin works like this (which will hopefully answer your question):
- Quest #1 is start game enabled and protects cyrodilic NPCs. It starts Quest #2
- Quest #2 uses a conditional trick to stop itself if SI is not present. If SI is present it protects SI NPCs, too and stops itself.
- Quest #1 stops Quest #2 after a long while, just in case SI is not present (due to it's stopping from run further [necessary to prevent a CTD for No-SI players] it doesn't "stopquest" itself).

So SI NPCs are always protected, too. Unless you install SI after enabling the plugin, because when quest #1 stops everything, it stops everything ;).

I really like how this works, it is nice to see other NPC's still in the game, who are not just bandits and marauders ;)
Many thanks! BTW, I'm planning an update with all those wilderness wandering NPCs not involved in quests. So if you see a civilian getting lost in the wilderness, please let me know his/her name :).
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Sat Feb 19, 2011 2:40 am

These are "just" debug messages I forgot to remove :D.

Background: The plugin works like this (which will hopefully answer your question):
- Quest #1 is start game enabled and protects cyrodilic NPCs. It starts Quest #2
- Quest #2 uses a conditional trick to stop itself if SI is not present. If SI is present it protects SI NPCs, too and stops itself.
- Quest #1 stops Quest #2 after a long while, just in case SI is not present (due to it's stopping from run further [necessary to prevent a CTD for No-SI players] it doesn't "stopquest" itself).

So SI NPCs are always protected, too. Unless you install SI after enabling the plugin, because when quest #1 stops everything, it stops everything ;).

Many thanks! BTW, I'm planning an update with all those wilderness wandering NPCs not involved in quests. So if you see a civilian getting lost in the wilderness, please let me know his/her name :).

Thank you very much BG, you've answered my questions perfectly! I was afraid I was doing something wrong and therefore leaving the SI crowd to fend for themselves. I've been using your mod for quite some time, but I wasn't really worried about the Isles - that is until MMM moved in. :biglaugh: Then I thought I had better get off my laurels and ask. ;)

Oooh, an update! That will be wonderful indeed, I'd like to see more civilians protected in this very unobtrusive way. I like your approach, you don't make them immortal, but you give them a fighting chance to survive in the world I've placed them in. :) I'll keep my eyes open for wanderers.

Thanks again! :thumbsup:
User avatar
Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am

Post » Fri Feb 18, 2011 11:29 pm

WOW...

An INCREDIBLE collection of mods. I'm downloading some of them right this minute. Just wanted to say thank you so much for all your hard work.
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Fri Feb 18, 2011 7:44 pm

Bump to save thread from Oblivion

love the standaloneshader mod , if you do not use LAME..
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Sat Feb 19, 2011 7:35 am

good stuff, as is anything created by bg ;)
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Sat Feb 19, 2011 9:30 am

Wow, been looking for this thread all morning :) I guess a little friendly bump and a huge thank you for the Protect Mortal Npc's mod. (I got a little too carried away clearing out some mods yesterday had to find this one again). It's a small tweak to the game, but one I couldn't live without! Thanks again!

:foodndrink:
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Sat Feb 19, 2011 12:58 am

Hate to say it, but the stand alone enchant hit shader has piss poor documentation.

It includes two versions of the mod without any indication what they are. Also, it comes with merely one replacer file. Is something missing, or does it use shaders already in Vanilla? Things like this should be indicated in the readme.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Previous

Return to IV - Oblivion