Question about Morrowind

Post » Mon Dec 28, 2009 9:08 pm

Do the NPCs have any kind of schedule? Do they go to bed, do they walk around? If not, is there any mods or something that make them do so?
Because as far as I can see they just kind of... stand there. I want to enjoy the game, truly I do, but it's just horrendously immersion shattering.
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His Bella
 
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Post » Mon Dec 28, 2009 8:43 pm

They're watching you... scum.

And no, they don't have schedules. I believe there are mods that work on this, although I cannot think of any. It certainly can be done with scripting, I do know that.

You may be interested in looking at mods like Morrowind Comes Alive.
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lauren cleaves
 
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Post » Tue Dec 29, 2009 4:12 am

They're watching you... scum.

And no, they don't have schedules. I believe there are mods that work on this, although I cannot think of any. It certainly can be done with scripting, I do know that.

You may be interested in looking at mods like Morrowind Comes Alive.


Doesn't a mod called "Living cities of Vvarddenfell "do this?
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Andres Lechuga
 
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Post » Tue Dec 29, 2009 4:30 am

Doesn't a mod called "Living cities of Vvarddenfell "do this?


Yup!

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=676
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CxvIII
 
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Post » Tue Dec 29, 2009 7:30 am

Antares Little Mod also includes his Knock-Knock mod. The description includes this:

he doors of the houses and shops in a few towns are closed during the night (8 pm - 8 am).
- the Mages Guild is always open if you are member of the guild
- the Tavern is always open
- if you click on a door you listen a sound (the "knock knock") and then the door opens
- if you unlock a door during the night, enter a house and someone watches you, your crime will be reported


Nowhere near as elaborate as Living Cities of Vardenfell, but very good at what it does.

Morrowind Comes Alive has a distinguished history, and works well, but there have been two consistent complaints over the years. First, that it's almost impossible to move around in taverns when several MCA NPCs spawn there. Second, that the mod includes a range of assassins and other, similar types who will hunt only your character, often have enchanted weapons, and gen many levels higher than you. I gave up using it myself around the third time through, when a bandit killed my character right after getting out of the chargen. :whistling: But that was an older version, 5.x, and I can't say how 6.x deals with any of this.

Another mod to consider is Starfire's NPC Additions. It's similar to MCA but no spawned NPCs attack the player; each NPC is named; and the spawns are equitably distributed while avoiding the "rush-points" that MCA had (and may no longer).
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sarah taylor
 
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Post » Mon Dec 28, 2009 10:07 pm

Morrowind Comes Alive has a distinguished history, and works well, but there have been two consistent complaints over the years. First, that it's almost impossible to move around in taverns when several MCA NPCs spawn there. Second, that the mod includes a range of assassins and other, similar types who will hunt only your character, often have enchanted weapons, and gen many levels higher than you. I gave up using it myself around the third time through, when a bandit killed my character right after getting out of the chargen. :whistling: But that was an older version, 5.x, and I can't say how 6.x deals with any of this.

Another mod to consider is Starfire's NPC Additions. It's similar to MCA but no spawned NPCs attack the player; each NPC is named; and the spawns are equitably distributed while avoiding the "rush-points" that MCA had (and may no longer).


I've just started using Starfire's mod and I do quite like it, but some of the NPCs do attack (not very many). My only other complaints are that:

- Sometimes the towns can get a little laggy, as with any mod that adds creatures / NPCs to towns, because I think they keep spawning but don't go away.
- The dialogue is so generic that I think I'd prefer it if it was impossible to initiate dialogue with the new NPCs, that way they'd be purely decorative and I wouldn't be put off talking to people for fear of them being just another generic NPC.

Also, if you're thinking of getting Morrowind Comes Alive I'd recommend looking out for (unofficial) patches, as I believe there are quite a few that may improve some aspects of the mod. Also MCA Names gives the new NPCs actual names instead of "Commoner", etc.
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Britney Lopez
 
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Post » Tue Dec 29, 2009 2:52 am

To be honest, I think I kinda like they don't go to bed. It was annoying that you couldn't buy/sell anything at night.
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Prue
 
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Post » Tue Dec 29, 2009 6:42 am

I've just started using Starfire's mod and I do quite like it, but some of the NPCs do attack (not very many).


Which ones? I'm not doubting you, but I want to find out because Starfire indicated at one point that none of his NPCs would attack the player. Can't say I've seen this behavior, but then, I haven't played much, lately.

- Sometimes the towns can get a little laggy, as with any mod that adds creatures / NPCs to towns, because I think they keep spawning but don't go away.
- The dialogue is so generic that I think I'd prefer it if it was impossible to initiate dialogue with the new NPCs, that way they'd be purely decorative and I wouldn't be put off talking to people for fear of them being just another generic NPC.


All too true about MCA, as well. Throw in more NPCs, things slow down, and the dialog is never very personal, because the relatively randomized characters are being generated on-the-fly. I guess someone could come up with dialog for, say, a fighter, but then how many different fighter dialog trees would need to be created to get away from that sense they were all alike? It's tough going. Personally, I like the NPCs added to the LGNPC series best, but then, they're specific NPCs, not generic profession types. :)
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Chris Duncan
 
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Post » Tue Dec 29, 2009 2:48 am

The static nature of the NPC.s in morrowind never really got to me. Nice to be able to find people when you need them without having to stalk them for a week or rely on mind-numbingly immersion-breaking Markers on a compass -____-
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Catharine Krupinski
 
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Post » Tue Dec 29, 2009 9:26 am

Which ones? I'm not doubting you, but I want to find out because Starfire indicated at one point that none of his NPCs would attack the player. Can't say I've seen this behavior, but then, I haven't played much, lately.

All too true about MCA, as well. Throw in more NPCs, things slow down, and the dialog is never very personal, because the relatively randomized characters are being generated on-the-fly. I guess someone could come up with dialog for, say, a fighter, but then how many different fighter dialog trees would need to be created to get away from that sense they were all alike? It's tough going. Personally, I like the NPCs added to the LGNPC series best, but then, they're specific NPCs, not generic profession types. :)

I can't remember the name, but they were nothing special - a commoner of some sort. It was just outside South Wall Cornerclub - someone on PES commented that it happened to him, too, so I'm guessing there's some chance of them spawning there.

I think my ideal NPC mod would be something like Starfire's, but all NPCs would have a chance (after spawning) of disappearing the next time you enter the cell, so the world doesn't get too clogged up, and it would be impossible to talk to the new NPCs at all (although I'm probably in the minority on that point).
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Kelvin Diaz
 
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Post » Tue Dec 29, 2009 3:08 am

i use mca with spawning bandits and fliggs protective guards (that help you out when in trouble). the best combination ever. also i use knock knock, which i found more stable than living cities.
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Emmie Cate
 
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Post » Tue Dec 29, 2009 2:09 am

I use Children of Morrowind, and I notice that they are on a schedule...dont see them running around at night
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Karen anwyn Green
 
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