[Wipz] Cause and Effect

Post » Tue May 17, 2011 2:27 am

I remember a wipz for a cool idea that seems to have dropped off the radar - so I thought I'd go ahead and try and do it myself.

In a nutshell, Morrowind is full of quests with characters left... hanging. You know, they say their off to find their fortune, will meet you back at the Guildhall... but they just don't move. Standing out in the wilderness months later, saying they'll be off 'anytime now.'

Problem is, all I can think of is Caius, who says hes about to ship back to the Imperial City, but is still hanging around long after you've killed Dagoth Ur and saved the land. He doesn't even say thankyou!

I know there are a million and one others, I was hoping you guys could throw some suggestions my way? It can be obvious ones like npcs that need to be disable or moved to where they say they're going to be, or ideas you think might be more exciting - seeing those travellers you saved on the road at an Inn the other side of Vvardenfell a week later, for instance. Or maybe slaves you've freed moved to the Argonian mission. Whatever springs to mind!
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jennie xhx
 
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Post » Tue May 17, 2011 4:30 pm

I remember a wipz for a cool idea that seems to have dropped off the radar - so I thought I'd go ahead and try and do it myself.

In a nutshell, Morrowind is full of quests with characters left... hanging. You know, they say their off to find their fortune, will meet you back at the Guildhall... but they just don't move. Standing out in the wilderness months later, saying they'll be off 'anytime now.'

Problem is, all I can think of is Caius, who says hes about to ship back to the Imperial City, but is still hanging around long after you've killed Dagoth Ur and saved the land. He doesn't even say thankyou!

I know there are a million and one others, I was hoping you guys could throw some suggestions my way? It can be obvious ones like npcs that need to be disable or moved to where they say they're going to be, or ideas you think might be more exciting - seeing those travellers you saved on the road at an Inn the other side of Vvardenfell a week later, for instance. Or maybe slaves you've freed moved to the Argonian mission. Whatever springs to mind!


One that always bugs me: Outside Ald'ruhn is a minor wilderness quest where a woman needs help finding her husband, after having been split up when they ran into a group of nix hounds. In the quest you bring the man back and the two of them spend the rest of their lives standing around outside Ald'Ruhn.

Also: For me, Caius has always left as soon as I leave his house and re-enter. Even if I didn't complete all his dialog by getting the items from him. That's odd.
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Jason White
 
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Post » Tue May 17, 2011 9:56 am

I don't do the NPC side quest anymore as nothing changes even the tax man remains where he is.
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Bird
 
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Post » Tue May 17, 2011 11:25 am

Good idea! First thing that comes to mind is these guys:
http://www.uesp.net/wiki/Morrowind:The_Scholars_and_the_Mating_Kagouti
You should send them to Khuul or something. Or a bar somewhere.

I'm unfamiliar with how this kind of thing works. Are global scripts necessary? I guess it would be since you're talking about delaying NPC travel rather than it just being instantaneous. I don't personally see a problem with instant travel happening since the player can instantly teleport to places, too.

I'm definitely looking forward to what you can come up with. I haven't tried any of your other mods but they look impressive and I should really get around to it. Are you planning to give Caius some extra dialogue or just disable him?
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Danger Mouse
 
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Post » Tue May 17, 2011 7:55 am

I distinctly recall someone planning to work on this in the past year or so. As I recall, they had actually planned to make them visibly walk to their destination, but simply moving them when the player leaves the area seems like a much simpler option, and still quite realistic (especially if one could script them not arriving somewhere you went immediately after).
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I’m my own
 
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Post » Tue May 17, 2011 11:24 am

Those naked barbarians need to move away from where they are.
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BaNK.RoLL
 
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Post » Tue May 17, 2011 8:53 am

This is a good idea, havng people move away from where they are after they are done. Although I do have to say, Gaenor does come back to get you though. haha

Actually Caius leaves for me too, its odd that he doesnt for you because he has left every time I have gotten to that point.
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daniel royle
 
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Post » Tue May 17, 2011 12:19 pm

And Caius always leaves for me too, as far as I can recall. Odd that some characters, like Caius and Vodunius Nuccius leave while others stay, but I suppose they explicitly say they are leaving. Anyway, from the Morrowind Prophecies, the ones I am relatively sure hang around (there are likely others) are...

1)As mentioned, Falanu and Drerel Indaren, seperated by nix-hounds.

2)Hisin Deep-Raed, naked barbarian.

4) Hlomer Wine-Sot, naked barbarian.

5)Thoronor and Edras Oril, trapped by mating kagouti.

6)Teris Raledran next to the clothing shop in the Foreign Quarter, and his guar Rollie outside Vivec.

7)Tinos Drothan, after you retrieve his raw glass.

8)Botrir, naked Barbarian
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Baylea Isaacs
 
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Post » Tue May 17, 2011 8:41 am

Yes, Caius left for me too. However many other characters stay in their original place even after their quests are completed which is very annoying.
I fully support this project. :)
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Johnny
 
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Post » Tue May 17, 2011 9:58 am

Same here.
Tying up all of the loose ends is great idea, and a much needed improvement.

This alone would make the game itself a great deal more immersive. :)
The only question that remains is this: Why hadn't someone thought of this already? :D
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Breanna Van Dijk
 
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Post » Tue May 17, 2011 3:09 am

That's really good idea. Also, don't forget Rasha, argnian-trader somewhere on the road to Caldera, he gives you some shirts to bring to a Bevale Teneran.
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djimi
 
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Post » Tue May 17, 2011 4:52 pm

A few more:

The husband and wife from http://www.uesp.net/wiki/Morrowind:Kidnapped_by_Cultists should probably be disabled after you change cells.

Larienna Macrina should be disabled when you finish http://www.uesp.net/wiki/Morrowind:Battle_at_Nchurdamz.

Nartise Arobar will hang around the Telvanni docks forever after you rescue her from Tel Naga in http://www.uesp.net/wiki/Morrowind:Miner_Arobar%27s_Support. She should either be disabled, or preferably moved into Arobar Manor (though I believe LGNPC Pax Redoran already does this, but only by creating a new NPC).

Same with Delyna Mandas after you rescue her from http://www.uesp.net/wiki/Morrowind:Delyna_Mandas_in_Tel_Fyr. It might be nice to have her move to Milk to visit her father.
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Chrissie Pillinger
 
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Post » Tue May 17, 2011 4:46 am

I think it would almost always be more interesting to move the NPC's as opposed rather than disabling them. To public locations probably, but adding homes for them would be great.
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Tasha Clifford
 
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Post » Tue May 17, 2011 12:10 pm

I think Caius is supposed to leave. I forget of Nuccius does or doesn't, I haven't played in ages. But I know Caius is gone, I've filled his house with my loot. :hehe:

One method is to go through all the quests to see what happens. You can easily browse quests using UESP, and then focus on quests that just leave those NPCs hanging, doing nothing.

in a way, this reminds me a lot of that Object Permanence mod. In this case, you're adding the logical continuation for the abandoned NPCs.

For example, the nekkid nords could appear in taverns, in the wilderness (not naked this time), or walking around a town. You could take that pair of Kagouti researchers and put them near a tame guar ranch - maybe they are researching guar, and speculating if there is any relationship between the guar and the kagouti.
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Mason Nevitt
 
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Post » Tue May 17, 2011 9:23 am

6)Teris Raledran next to the clothing shop in the Foreign Quarter, and his guar Rollie outside Vivec.

He and Rollie disappear correctly for me. Is this something that was fixed (inconsistently) in any script patches (Patch Project)? If that wasn't in such a state of limbo it could usefully be rolled into that as well...
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Eve(G)
 
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Post » Tue May 17, 2011 8:24 am

He and Rollie disappear correctly for me. Is this something that was fixed (inconsistently) in any script patches (Patch Project)? If that wasn't in such a state of limbo it could usefully be rolled into that as well...

How long has the MPP been in limbo?
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ShOrty
 
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Post » Tue May 17, 2011 12:50 pm

How long has the MPP been in limbo?

About a year, AFAICT. :sad: The original author decided to pull the last release entirely and rewrite from scratch, removing some things he considered preferences rather than fixes, but that means that some currently patched items (using the last release) will get undone in the next release. Those threads are pretty dark, though, so who knows if any work is happening?

What makes this VERY difficult for newcomers like me is that there's yet another loose end that the experienced modders will just say "Oh, simply go into the CS and tweak it" because they do it every day. :verymad: But what it means is that there's yet another hole that may or may not be fixed by other related mods, which may assume that patch is in place, or even require it, because it was when the newer mod was written. So yet another cause of odd errors and glitches not easily traceable.

At least with the Code Patch there's active discussion and development in the open, and things don't get reverted on a whim, it's generally a forward process.
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Melissa De Thomasis
 
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Post » Tue May 17, 2011 1:21 am

@IanB2
That's unfortunate. The MPP is an important mod. Hopefully someone will pick up the torch. I don't think I can commit to masterminding such an ambitious mod myself at this time.
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~Amy~
 
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Post » Tue May 17, 2011 10:57 am

Wait, they disappear? I did start playing on the XBox original (not GOTY) version, perhaps that is a quest I haven't played since. Still, it would be neat to move them somewhere.
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Marion Geneste
 
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Post » Tue May 17, 2011 3:34 am

Those naked barbarians need to move away from where they are.

This was the first thing that I thought of as well. There's also that Redguard somewhere around Ald Velothi with a quest that never moves once you complete it. Oh, and the elf that lives inside the ghost infested house in Caldera never returns after you kill them. Not to mention the lady outside Caldera that wants her stolen property back never moves after you return it to her. Or how about the khajiit involved with the aforementioned lady outside Caldera that never leaves the cave you just slaughtered all his bandit buddies inside of.

I haven't played the game for a while, so I'm sure there's more I've just forgotten.

I think this sort of mod would help game immersion quite a bit to be honest. Would be awesome to see one made some day.
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kyle pinchen
 
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Post » Tue May 17, 2011 4:13 pm

He and Rollie disappear correctly for me. Is this something that was fixed (inconsistently) in any script patches (Patch Project)? If that wasn't in such a state of limbo it could usefully be rolled into that as well...

The 'departure' of Teris Raledran and his pack guar Rollie after their visit to Agrippina Herennia was implemented by LGNPC VivecFQ.

This idea gets exercised about once a year. I started my own version at least five years ago, but other pressing matters kept pushing it off uncompleted. I started incorporating elements of it into other mods (mostly 'less generic' ones ;) ). There are a few more cases in Pax Redoran, including the aforementioned Sason and Malexa, and another example that triggered strong objections from some players that I will not write of it here.

I suppose that is one of the reasons that I have not felt compelled to complete my own mod. Scanning threads such as this in the past suggested my vision of the project is different from that of the community at large. Like today, those work-in-progress threads generated such a long and varied community wish list of features as to paralyze the attempt. Let us hope that Von Djangos can keep his focus and see this one to the end. However it is one of the reasons I do not create a WIP thread for my mods. Anyway, I seem to recall identifying over two dozen miscellaneous quests in need of some sort of resolution (not counting faction quests).

By the way... of all the cases suggested so far, Caius Cosades is the only one that does not require this treatment. If he is not disabled in a timely fashion, then it is being broken by another mod (perhaps the script tidy again).
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Killah Bee
 
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Post » Tue May 17, 2011 10:51 am

Thanks for all the enthusiasm and input! Kinda funny that the only one that doesnt need changing is old Caius, I guess something is messing with his script in my install..
Cyran0, you seem to be worried about the scope of this mod. As far as I can see, I just need one script template that says something like 'if journal entry = xxx, then wait 1 day, and move npc xxx to coordinates xxxx'. After that its just a case of writing a few bits of new dialogue for those npcs, which I always enjoy doing.
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Carys
 
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Post » Tue May 17, 2011 7:49 am

I just remembered. What about the lady that gives you the boots of blinding speed? I always wanted to turn her in to the nearby town guard - in other words, I wanted her put in prison for being a swindling con. Do you think she's part of the Thieves guild? :P
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carly mcdonough
 
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Post » Tue May 17, 2011 2:23 am

This idea gets exercised about once a year. I started my own version at least five years ago, but other pressing matters kept pushing it off uncompleted. I started incorporating elements of it into other mods (mostly 'less generic' ones ;) ). There are a few more cases in Pax Redoran, including the aforementioned Sason and Malexa, and another example that triggered strong objections from some players that I will not write of it here.

Cyran0, which are the others covered by Pax Redoran? I understand if you don't want to go into details, but I imagine Von Djangos will want to make his mod compatible with others that do the same thing.
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Nomee
 
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