[Wipz]Quest NPCs that move

Post » Tue Dec 29, 2009 10:34 pm

Are you surprised to see NPCs remain in the same place even after the quest is completed? Wish they would get smart and move?
Well this mod is for you :P

What this mod will do: It will move NPCs that "should" be moved after a quest is completed such as in the Beauty and the Bandit, where the quest giver just stays there and doesn't even go see her love. Whats up with that?
So this mod would have that NPC move into a new location in a non abrupt, natural manner.


Quests and NPC:
Aeta Wave-Breaker's Jewels- Aeta Wave-Breaker
Widowmaker- Botrir
The Shirt of His Back- Rasha
Kidnapped by Cultists-Malexa and Sason
The Scholars and the Mating Kagouti- Edras Oril, Thoronor
Pemenie and the Boots of Blinding Speed- Pemenie

While I really don't have a lot of stuff done quest wise, I have a solid enough base to feel comfortable with the wip, and I need help with more quests.

So, what other quests have these straggling NPCs that should just do something?
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Gemma Archer
 
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Post » Wed Dec 30, 2009 8:11 am

Aeta Wave-Breaker
Widowmaker
Rasha (shirt delivery)
And that Redguard who's wife was kidnapped by cultists.
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Mariana
 
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Post » Wed Dec 30, 2009 9:42 am

Thank you very much.

I'll look em up.

Have them all recorded in my notes.
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Marilú
 
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Post » Tue Dec 29, 2009 10:25 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=1027837&hl=. I used Beauty and the Beast as an example in that thread, but apparently she moves after the quest is really finished. Others from the top of the head: Pemanie, the guys in the Kagouti mating habits quest.
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Emily Shackleton
 
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Post » Wed Dec 30, 2009 11:19 am

Great mod idea! Seeing these guys just stand around aimlessly after helping them out takes a bit away from immersion. That seems to happen with the majority of http://www.uesp.net/wiki/Morrowind:Miscellaneous_Quests.
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*Chloe*
 
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Post » Wed Dec 30, 2009 10:23 am

I will definitely want this mod
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aisha jamil
 
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Post » Tue Dec 29, 2009 11:16 pm

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6795 by Bolgo The Madd already "fixes" Maurrie Aurmine's quest:

CONCEPT(s) -
A) After delivering Nelos Onmar's note to Maurrie Aurmine they should be together.

[In the end they are both still removed as per MaurrieScript. But until the player closes the quest, they can now be seen together at the Halfway Tavern.]

This said, lettuceman44, no mod has the scope of what you intend to do. So I too will download your mod when it's done.
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Juan Suarez
 
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Post » Wed Dec 30, 2009 6:36 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1027837&hl=. I used Beauty and the Beast as an example in that thread, but apparently she moves after the quest is really finished. Others from the top of the head: Pemanie, the guys in the Kagouti mating habits quest.

Really?

Well take that off my list then :P
Thanks for the heads up.
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Solina971
 
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Post » Wed Dec 30, 2009 2:43 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1027837&hl=. I used Beauty and the Beast as an example in that thread, but apparently she moves after the quest is really finished. Others from the top of the head: Pemanie, the guys in the Kagouti mating habits quest.

Pemenie, the person who gives you the Boots of Blinding Speed?

Doesn't she end up in Gnaar Mok anyways?
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josie treuberg
 
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Post » Tue Dec 29, 2009 11:34 pm

Really?

Well take that off my list then :P
Thanks for the heads up.


Never heard of the fix that AfroKing linked to. Sounds like a good idea to me. They should be together after fixing them up. It's kind of absurd that she just stands at the same place. (Also, I'd rather not have them (or any NPC really, except when it is explained, such as with Caius) removed from the gameworld after finishing the quest, but that's perhaps just me.)


Pemenie, the person who gives you the Boots of Blinding Speed?

Doesn't she end up in Gnaar Mok anyways?


Yeah, she just stands where she stops when the quest is finished forever. Also seems absurd after a while. I'd at least move her into Gnaar Mok proper and have her walking around there.
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A Boy called Marilyn
 
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Post » Wed Dec 30, 2009 12:49 am

Oh! I didn't realize she just stands there forever! I thought at least there would be some ai wander lol.

I'm gonna see how that mod does it, and then if I like it I'll just incorporate it into my mod.
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Sara Johanna Scenariste
 
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Post » Wed Dec 30, 2009 1:47 am

You know, it never ceases to amaze me the great ideas people on here come up with.
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Chris Johnston
 
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Post » Wed Dec 30, 2009 6:05 am

Thanks.
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Music Show
 
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Post » Wed Dec 30, 2009 9:04 am

You know, it never ceases to amaze me the great ideas people on here come up with.


Agreed, brilliant realism. The Kagouti Mating Mabits scholars bothered me the other day. I'll add this to my mod list when you're done Lettuce.
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John Moore
 
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Post » Tue Dec 29, 2009 9:41 pm

Oh! I didn't realize she just stands there forever! I thought at least there would be some ai wander lol.

No, she just stands there in one place.
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Lisa
 
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Post » Wed Dec 30, 2009 12:36 am

Hey, I have a snag right now. A part of my script isn't working.
Can you guys check it out?
http://www.gamesas.com/bgsforums/index.php?showtopic=1037109
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Lisa
 
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Post » Wed Dec 30, 2009 4:47 am

Hey, making good progress, just have a slight question.

You think Edras Oril, Thoronor from the mating kagouti quest would head to Suran? Or maybe hitch a rowboat to Pelagiad? There are also a bunch of manors and farms around the area too, so I don't know where to send them.

edit: I just noticed Suran has an apothecary, and that These two guys study flora, so maybe send em there?
edit: One more thing. Why aren't roads path gridded? Does that mean when I try an AI Travel command, it will be all messed? :P
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Emma Parkinson
 
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Post » Wed Dec 30, 2009 5:33 am

Any updates on this? (I'm not much help on your question as I never pay much attention to dialogue and haven't even read the book, which may help when figuring out where to move them.)

Also, perhaps permacorpses might be something to look into as well?:

Speaking of which, how about getting rid of those "permacorpses" after the quest is complete? It's kind of creepy that the tax collector's naked (what, am I the only one who takes his clothes to sell to Arille?) body doesn't, you know, disappear/decompose. There are other ones, too, but I don't recall them off the top of my head. =/


If not quorn decides to handle it in the MPP that is.
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maya papps
 
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Post » Wed Dec 30, 2009 6:32 am

edit: One more thing. Why aren't roads path gridded? Does that mean when I try an AI Travel command, it will be all messed? :P

Because the AI can't use path grids between cells.
I don't know about the AI Travel, though. Hopefully someone else knows that answer.
But, there have been mods that've used it heavily. Dave Humphrys mods, maybe? (if that's anywhere near the right name)
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Richard Thompson
 
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Post » Wed Dec 30, 2009 3:04 am

Yea, I got a quest done :P
Pemenie will now appear in the shack with the Cammona Tong guys.

But I'm still unsure if AI Travel will work without path gridded roads.
I'm thinking have them move to a close location, and when the player isn't looking have them teleport to their destination.

Jeez, I've been slacking. You have no idea how your comments motivate me :P I'll work on it tomorrow. I got the base script done. Its a matter of copy paste, and making the necessary adjustments.
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Isabell Hoffmann
 
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Post » Tue Dec 29, 2009 10:47 pm

Because the AI can't use path grids between cells.
I don't know about the AI Travel, though. Hopefully someone else knows that answer.
But, there have been mods that've used it heavily. Dave Humphrys mods, maybe? (if that's anywhere near the right name)
http://home.earthlink.net/~cyran0/MWPage.htm is the only mod I can think of that does this. The scripts might be worth a look.
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Add Meeh
 
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Post » Wed Dec 30, 2009 5:40 am

I have been watching this thread with interest since its inception (even earlier than that when it was just a twinkle in lettuceman's eye). I agree entirely with the concept. It has been my intention to include more such epilogues to quests through LGNPC. Currently only the Foreign Quarter includes such a resolution, but there are others in the works. In the update to Traveling Merchants I am including some (for the lack of a better name) rangers that will patrol the roads. One Hlaalu ranger travels the road between Balmora and Suran where Thoronor and Edras Oril are encountered. I decided it would be unseemly for them to hang out there indefinitely so I disabled them after a day change and a few cell changes.

The reason that I have not posted until now is because I do not agree with your approach to the issue. Of course, that is none of my business. I acknowledge your right to mod anything you want. However I do not think it is necessary for these NPCs to have a new destination and be observed walking to it, nor do I think it likely the Redguard Pemenie will be offered asylum by the Camonna Tong.

I am not posting now to be critical of your choices, but to offer my support if you are settled on having NPCs physically travel to their final destination. You should understand that pathgrids will not extend across cell boundaries and that significant distances need be traversed in a series of AITravel instructions one beginning when the previous ends. NPCs will only execute their travel when their cell is loaded. This means that the player will effectively escort the NPC to their destination. If the player outstrips the NPC (or travels in a different direction) soon the NPC will cease to move until the player draws near again, hours, days or months later - hardly the timely resolution of the NPC's situation you are striving to achieve.

I advocate disabling NPCs when they are out of sight of the player and teleporting them to new locations should that be appropriate. It is much less problematic and likely just as satisfactory a solution to the matter. In the case of the trader Teris Raledran and his guar Rollie, a script attached to an invisible activator placed in the Foreign Quarter Canolworks, disables both of them after the day has changed and the player leaves the cell at least once.

Good luck with this project and feel welcome to contact me if you have any questions about travel scripting.
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Emily Graham
 
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Post » Wed Dec 30, 2009 10:42 am

Wait, you are planning on having them walk to their destinations? I must have missed that. Sort of neat, but it does seem a trifle unecessary. *chuckle* It would be pretty cool actually, a little like Starfire's patrols, but seem like it would be a hell of a lot easier to just move them to their new destinations when the player is gone.
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Roisan Sweeney
 
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Post » Wed Dec 30, 2009 9:11 am

Is this project still alive?
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Minako
 
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Post » Wed Dec 30, 2009 4:46 am

Dead, I guess. Too bad.....
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Portions
 
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