[WIP]Carrie Irrietie

Post » Tue May 17, 2011 3:15 pm

Carrie: "Oh, now you come back and remember me? You think I'll ever forgive you?" *stamps foot and turns away* "Not for all the dress in Tameril. Well maybe if you throw in the shoes with the dresses."

I hope you're planning on running her dialog by me before you put it in. ;)
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sarah taylor
 
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Post » Tue May 17, 2011 2:39 am

I believe that all of Carrie's dialog is finished what remains is a few odd lines for Abelle Chriditte and debugging a script or two. I have received permission from BungaDunga to incorporate his script technology from Better Portable Containers so Carrie will be able to tote around a selection of the player's loot.
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Misty lt
 
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Post » Tue May 17, 2011 3:55 pm

This keeps getting better and better! :D
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Thomas LEON
 
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Post » Tue May 17, 2011 10:48 am

I believe that all of Carrie's dialog is finished what remains is a few odd lines for Abelle Chriditte and debugging a script or two. I have received permission from BungaDunga to incorporate his script technology from Better Portable Containers so Carrie will be able to tote around a selection of the player's loot.

sounds like she will fit well in to my upcoming Baldurs Gate/Icewind Dale D&D party style play through.... also glad to see you back...
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Catherine N
 
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Post » Tue May 17, 2011 1:21 am

Don't forget to put her up on Wolflore. ;)
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Natalie J Webster
 
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Post » Tue May 17, 2011 9:58 am

I made quite a bit of progress today. The entire Carrie Joins the Mages Guild quest line actually works. Carrie can now advance in the Mages Guilde and get training. This allows me to proceed with testing of the Master Alchemist Training quests as well. The portable container is nearly operational. I'm having to adapt the original scripts which used a misc. item to summon the sack to the sack being summoned from Carrie's dialogue. Also I was able to have Carrie make a Mixture of Lightening without using the console. FFXI will be down for maintence today so I'll get more done.
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Minako
 
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Post » Tue May 17, 2011 12:42 am

I believe the dialogue is complete but the last quests are untested. This version is not cleaned and the readme may be missing some credits. My moding computer is malfunctioning and may die soon so I've uploaded the current progress.

Download directly from Nicholiathan.com http://www.nicholiathan.com/morrowind/Carrie.7z.
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mike
 
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Post » Tue May 17, 2011 12:38 pm

Nich, I've been asked to forward a request to you from Fable2:

Please, avoid giving Carrie conversational options that adjust attitude without providing reception cues in advance to the player. There have been a few companion mods like that in the past, where a typical ingratiating or neutral comment by the player would net an abrupt response, and a loss of rep with the companion. It's the kind of thing that left me wondering, "Wow. Moldy wickwheat in the potion, last night?"

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ANaIs GRelot
 
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Post » Tue May 17, 2011 9:50 am

I've downloaded but haven't installed this yet--was waiting to see if a more "final" version would be forthcoming. But I like the idea of the mod, it certainly sounds interesting and sounds like thought went into how she works and reacts to things. And I will say, without knowing what dialog fable2 is specifically referring to, that I like the idea of a companion who doesn't always give "cues." I think it adds character, that sometimes someone is just unreasonably irritable, and takes something you say the absolute wrong way. Part of the appeal of companion mods, to me at least, is that you can't always predict what they're going to do or say--dealing with them, just like dealing with real people, isn't always easy, isn't always something you control. In a game that does otherwise tend to revolve around you, that's an important element. That said, it's always nice when there is a payoff to this sort of behavior--if the companion at some point apologises for being irritable, and/or is in an unreasonably good mood at some other time, and you get a random disposition boost, as a point of contrast. I don't want to feel like my companions are easy to understand and control, but I also wouldn't journey far with a companion who I did not have some element of simpatico with.
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Courtney Foren
 
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