[RELz] Roaming NPCs

Post » Sat Oct 30, 2010 10:08 am

I'm going to have a go with http://www.tesnexus.com/downloads/file.php?id=4805 and this, and see how that plays.
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Juanita Hernandez
 
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Post » Sat Oct 30, 2010 10:20 am

I noticed that all these new NPCs belong to ImperialLegionOutside faction, why this particular choice? Don't you think this will be not good for players with evil character?
In Oblivion there is a faction that could be a nice choice as well "Adventurers Faction".
Reading your comment at the beginning of this thread this encouraged me to install "Crowded Roads Advanced less crowded". I edited this esp to change all hero factions from "Player Faction" to "Adventurers Faction".


I chose that faction because I didn't want the adventurers to fight Legion soldiers. Some of them have area effect spells and with a low disposition they might easily get into a fight if they accidentally hit a forester or a patroling guard. The player can't see the faction, it doesn't trigger any special legion dialogue either. Evil characters are ok, but attacking legion soldiers in the game is just stupid. You can never get away with it in the long run. Some of the NPCs have low responsibility (which means they don't care if you steal something while they follow you for example), but they're not stupid with a death wish.

The adventurer faction has disposition +50 towards the player, which is not something I want. Otherwise the disposition they have towards you doesn't matter when you ask them whether they want to follow you since they'll always like you.

I could make a custom faction, but I think the LegionOutside faction works pretty well for what I want.

Great! Once I used Crowded Roads but it strained ny old PC
Then I used TIE4MODS but it never met the standards of TIE or FCOM and messed levelled lists.
This one promissed to be performance friendly and FCOM friendly.
Thanks a lot.

Any tags to put on mod while rebuilding bashed patch?


The mod doesn't change anything that needs to be merged. Only new NPCs and new leveled lists.

I'm going to have a go with http://www.tesnexus.com/downloads/file.php?id=4805 and this, and see how that plays.


Personally I use http://www.tesnexus.com/downloads/file.php?id=20575. I had to decrease the spawn frequency though as by default I think it was 15%, which was way too much. It's only the 'chance none' on four leveled lists that needs to be changed though (I changed it to 4%).
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Mario Alcantar
 
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Post » Sat Oct 30, 2010 1:07 am

Personally I use http://www.tesnexus.com/downloads/file.php?id=20575.

Are you using the main Ver 1.1 w/MQ recognition only?
(I dont like the others additional regional tweaks)

Thanks for the inputs really enlighting.

Edit.
I had to decrease the spawn frequency though as by default I think it was 15%, which was way too much. It's only the 'chance none' on four leveled lists that needs to be changed though (I changed it to 4%).

You mean 85% changed to 96% (done!)
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Lucie H
 
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Post » Sat Oct 30, 2010 6:52 am

Personally I use http://www.tesnexus.com/downloads/file.php?id=20575. I had to decrease the spawn frequency though as by default I think it was 15%, which was way too much. It's only the 'chance none' on four leveled lists that needs to be changed though (I changed it to 4%).

Thank you for a tip. Done the same, saved myself four load list slots.
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Chase McAbee
 
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Post » Sat Oct 30, 2010 10:37 am

Personally I use http://www.tesnexus.com/downloads/file.php?id=20575. I had to decrease the spawn frequency though as by default I think it was 15%, which was way too much. It's only the 'chance none' on four leveled lists that needs to be changed though (I changed it to 4%).

I just discovered that you can use individual .esps to set the spawn rates, so I've set it to 10 and I'm going to try it like that.
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Chavala
 
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Post » Sat Oct 30, 2010 3:25 am

Good job, very immersif mod.
Using Companion Master I added two adventurers to my friend list:
A female dunmer I recruited (after persuasion) near Frostcrag, which helped me to defeat the goblins of "The Killing Field" (to preserve the life of the two sons).
A Khajit Ranger in the road to Cheydinhal.

I remarked that these adventurers do not have the double face bug when following you.

It would be cool to add more to The Shivering Isles or Elsweyr, or if they have more developed AI.
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Dawn Farrell
 
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Post » Sat Oct 30, 2010 1:21 am

I have recruited two of them to do Kvatch Battle. They were killed during the fight. Now I'm experiencing two things:

1- One of them appear after serving a period of jail (FG Desolate Mine quest bug).
2- He has no recruitment topic.
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Zach Hunter
 
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Post » Sat Oct 30, 2010 12:16 pm

I have recruited two of them to do Kvatch Battle. They were killed during the fight. Now I'm experiencing two things:

1- One of them appear after serving a period of jail (FG Desolate Mine quest bug).
2- He has no recruitment topic.


Well, he did say that they are set to respawn. Not sure about the recruitment topic though.

Phitt, do you plan on eventually having some of the NPCs go into dungeons? I'd like to see that personally.
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kirsty joanne hines
 
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Post » Sat Oct 30, 2010 2:20 am

I know they respawn (if not I will never adventured in a battle I'm sure they have 70% of chance to be killed).
I talk of a bug similar to the one of fighters of the desolate mine.
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Erika Ellsworth
 
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Post » Sat Oct 30, 2010 12:44 pm

I have recruited two of them to do Kvatch Battle. They were killed during the fight. Now I'm experiencing two things:

1- One of them appear after serving a period of jail (FG Desolate Mine quest bug).
2- He has no recruitment topic.


v1.1 uploaded. This is very strange, but someone else reported a similar thing in the comments section of Nexus. I (hopefully) made sure now that this won't happen anymore. Seems like their script variables don't reset when they respawn so they still think they follow you. I have added an ondeath block that resets all the variables to 0 so if they respawn they will be as good as new. I also removed some identical to master records that I forgot to remove before I released v1.0.

@lonewolf_kai: I'd like to add that, still thinking about a good way to do it. Don't want them to just spawn in a dungeon and wander around without purpose from left to right.
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stacy hamilton
 
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Post » Sat Oct 30, 2010 9:34 am

Are your npc's affected by Kuertee's http://tesnexus.com/downloads/file.php?id=25449?

Will they decide to visit an interior or city?
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james kite
 
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Post » Sat Oct 30, 2010 12:38 am

Are your npc's affected by Kuertee's http://tesnexus.com/downloads/file.php?id=25449?

Will they decide to visit an interior or city?


They don't visit cities or interiors (working on it though, but I don't want them to walk around without purpose in an interior) and I'm not sure whether they're affected by 'Wandering Encounter' since they already have travel packages. But they also have a wander package at the bottom of their list and some of them have names that would be affected by the mod. So not sure. Wouldn't be that great since it would break what this mod is about (to find adventurers far out in the wilderness and not on the roads).
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Marcin Tomkow
 
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Post » Sat Oct 30, 2010 2:07 am

They don't visit cities or interiors (working on it though, but I don't want them to walk around without purpose in an interior) and I'm not sure whether they're affected by 'Wandering Encounter' since they already have travel packages. But they also have a wander package at the bottom of their list and some of them have names that would be affected by the mod. So not sure. Wouldn't be that great since it would break what this mod is about (to find adventurers far out in the wilderness and not on the roads).

In the game, creatures with the Wander AI Package do not actually wander.Any NPCs or creatures found with the Wander AI Package and have the Wander AI Procedure may be given a Travel AI Package.Affected NPCs are non-essential NPCs with any of the words below in their name:Bandit, Black Bow, Conjurer, Mage, Marauder, Necromancer, Vampire, Adventurer, Bard, Battlemage, Battlemaster, Brute, Chieftain, Shaman, Mystic, Plunderer, Scout, Spellsword, Spiritist, Tomb Raider, Tribesman, Warmonger, Barbarian, Berserker, Brigand, Cutthroat, Evoker, Mercenary, Orc, Outlaw, Pillager, Raider, Ravager, Ringleader, Slayer, Smuggler, Summoner, Warlord.Affected creatures are those with an Intelligence of 30 or greater.
Well, either the user of your mod (me included) checks the name of your NPC so they don't contain any of these parts or you might consider it. I don't know how popular Kuertees Wandering encounters is but I use it, it does make the world of Oblivion... interesting... :D
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Shaylee Shaw
 
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Post » Sat Oct 30, 2010 5:12 am

Well, either the user of your mod (me included) checks the name of your NPC so they don't contain any of these parts or you might consider it. I don't know how popular Kuertees Wandering encounters is but I use it, it does make the world of Oblivion... interesting... :D


Yep, sounds like a good mod. I will give it a try myself. The solution for the problem is actually easier than it seems, I just added the wander package at the bottom for safety (in case they run out of packages). But they never run out of packages so it isn't needed. I will simply remove the wander packages for the next release. Easier than renaming them since they're supposed to be adventurers, battlemages etc.

Will take a while though as I'm still trying to figure out a good way to make them visit dungeons.
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Milad Hajipour
 
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Post » Sat Oct 30, 2010 9:04 am

Yep, sounds like a good mod. I will give it a try myself. The solution for the problem is actually easier than it seems, I just added the wander package at the bottom for safety (in case they run out of packages). But they never run out of packages so it isn't needed. I will simply remove the wander packages for the next release. Easier than renaming them since they're supposed to be adventurers, battlemages etc.

Will take a while though as I'm still trying to figure out a good way to make them visit dungeons.


Is one of your guys a bald argonian battlemage in steel (look like steel) armour?
If so I encountered him killing a skeleton near the road at either Fort Urasek or Fort Chalman.
Was just a quick run to test the stability of my new game so I didn't check his form ID. He helped the Legion after I stole one of their horses.
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Kay O'Hara
 
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Post » Sat Oct 30, 2010 5:17 am

Is one of your guys a bald argonian battlemage in steel (look like steel) armour?
If so I encountered him killing a skeleton near the road at either Fort Urasek or Fort Chalman.
Was just a quick run to test the stability of my new game so I didn't check his form ID. He helped the Legion after I stole one of their horses.


If he was riding a horse (obviously not while in combat) then he probably was one of the riders. There is an Argonian battlemage who passes through the area you described.
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Cagla Cali
 
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Post » Sat Oct 30, 2010 9:41 am

This is good stuff Phitt. Keep up your great work as you are one of my favorite modders! :foodndrink:
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keri seymour
 
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Post » Sat Oct 30, 2010 1:33 pm

Thanks for the new update. Happy to know that followers reappearance after death was fixed. It would be interesting if we can find some of these NPCs doing some special things like clearing some dungeons (so they become rivals for dungeons loot), etc.
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Kelly Upshall
 
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Post » Sat Oct 30, 2010 4:20 pm

Why this "Elys Universal Silent Voice" mod is needed? i'm not sure...your NPCs has no voice? i thought they have the general voices and discussions.
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Matt Fletcher
 
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Post » Sat Oct 30, 2010 9:12 am

It would be interesting if we can find some of these NPCs doing some special things like clearing some dungeons (so they become rivals for dungeons loot), etc.


Would love to do that, but unfortunately it is pretty hard to do. AI packages are pretty limited in that regard, especially if you want lots of random NPCs to visit random dungeon and not just stand around or wander in a small radius near the entrance. I tried a few combinations of AI packages and script, but none of them worked like I expected so far. Will keep trying though.

Why this "Elys Universal Silent Voice" mod is needed? i'm not sure...your NPCs has no voice? i thought they have the general voices and discussions.


Silent Voice is only needed for the custom dialogue. There isn't much new dialogue, so I guess you could do without Silent Voice if you don't care that the NPCs don't move their lips while talking and that you can't read what they say (dialogue will be too fast without silent voice). The new dialogue is only needed for the companion feature - you ask them whether they want to follow you for a while and they answer depending on their disposition and level. But Silent Voice is generally recommended imo since a lot of large quest mods need it (like Kragenir or Integration for example). And it doesn't hurt to install it unless you can't use OBSE for some reason.
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Eibe Novy
 
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Post » Sat Oct 30, 2010 8:18 am

Thanks for trying to implement that Phitt. Even so, this mod is still pretty awesome!

I can feel your pain with the NPC AI. I've had to rework so many things in my scripts for the mod project that I'm still working on because of the craziness that happens with the AI sometimes.
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Marquis T
 
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Post » Sat Oct 30, 2010 4:45 am

Hi Phitt,

this sure looks interesting.

TIE comp patch for a world unleveled planned perchance?

Regards, Haldir
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Krista Belle Davis
 
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Post » Sat Oct 30, 2010 2:42 pm

sorry, i'll be a bit off-topic, but phitt, can i ask what the way is to place costum made NPCs in the world in CS? i know it sounds lame, but unfortunately i couldn't get a useful clear answer in the CS forum. how can i put a new NPC to a specific location (eg near to an inn)?

thx in advance!
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LADONA
 
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