Questions regarding. . .How would one go about.. ..

Post » Thu May 03, 2012 11:03 pm

1 - How would one go about a greeting that is different depending on which race you are?

2 - How does one separate the owned items that are too be sold and owned items that are not to be sold, when it involves store-keepers?

3 - How does one go about assigning an interior to belong to an NPC?

4 - How does one go about removing path/destinations for textures, So everyone can use meshes and Textures without issues. [due to not everyone has their Morrowind Set up in Programs (x86) like I do].

5 - How does one go about the guards to actually do something when you steal? [My guards are dumb, along with the owners of any objects, and they just stand their screaming at you, but do nothing].



I am finally done with Exterior and Interior placing, and I have all of my NPCs placed in game as well. Now I just got to finish the Dialogue and Scripts, and ownerships of each NPC, and reorganize the paths to each of my Meshes and Textures and my Black Moss Mod will be ready for its first release.
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Heather Dawson
 
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Post » Thu May 03, 2012 7:09 pm

1) In the Dialogue window, you create a unique greeting for each race and then filter them by race:
Under "Function/Variable", create a new condition "Global / PCRace = xx", where xx is the Race identifier (1=Argonian, 2=Breton, 3=Dark Elf, 4=High Elf, 5=Imperial, 6=Khajiit, 7=Nord, 8=Orc, 9=Redguard, 10=Wood Elf).

2) You can't.
In the NPC AI window, you have a Services tab, where you can check/uncheck which kinds of items the NPC trades.
If he trades in a certain group of items, there is no way to keep him from selling them. If the NPC trades in armour, he will always buy or sell any armour in his possession. As a workaround, you could set the guard or another non-trading NPC as owner of items you don't want to have sold. That doesn't work for inventory items, though.

3) You do this in the properties window of a reference (double click the item in your cell view). Under Reference Data, you have a checkbox "Extra Data". If checked, you can set an owner under Assignable Data.
To have multiple items assigned, you select all of them, bring up the window by double clicking, assign the owner and click "Apply to selection".
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Sophh
 
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Post » Thu May 03, 2012 3:52 pm

4. The only way to change texture paths is in the .nif itself. So you need something like nifskope for this.

5. Your guards dont run up to you and try and arrest you? Sounds like a mod interfering there because I remember the guards have always tried to run up and arrest or kill me.
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Lynne Hinton
 
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Post » Fri May 04, 2012 12:15 am

5. Your guards dont run up to you and try and arrest you? Sounds like a mod interfering there because I remember the guards have always tried to run up and arrest or kill me.

Setting my NPCs to the character class "Guard" seemed to automatically make them hostile if you take an owned object. Some additional information is here:
http://uesp.net/wiki/Morrowind:Fight#Fight
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Ice Fire
 
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Post » Fri May 04, 2012 4:26 am

4. The only way to change texture paths is in the .nif itself. So you need something like nifskope for this.

5. Your guards dont run up to you and try and arrest you? Sounds like a mod interfering there because I remember the guards have always tried to run up and arrest or kill me.

4. Yeah; I know that it would have to do with Nifskope, but I don't know what to do about that. I haven't been able to find any tutorials, either I just am looking in the wrong places or typing in the wrong words.

5. The Guards everywhere else try to arrest me, just NOT in my Black Moss Town. They just whine and complain that I am stealing. And if I attack someone in the town, they do nothing, the only people who attack me are the one's I personally hit.
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Jah Allen
 
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Post » Thu May 03, 2012 6:08 pm

Setting my NPCs to the character class "Guard" seemed to automatically make them hostile if you take an owned object. Some additional information is here:
http://uesp.net/wiki/Morrowind:Fight#Fight

Yeah, I did that. T_T along time ago, now I am just realizing it didn't work for some reason.
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Je suis
 
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Post » Fri May 04, 2012 3:58 am

2. You can. go to the npc's page by double clicking on him/her and see where his armor and weapons are? do you see the numbers there? they represent how many the npc has. click the numbers or next to the numbers until the number turns blue. hit backspace and type -1 or -2 or -50 the minus line means that the item is up for sale and the number signifies how many the npc will sell. if a number is on it's own. like if you just have 1, 2 or 50 that means the npc will not sell the item. hope i didn't post this only to realize you're talking about something else :tongue:
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Erich Lendermon
 
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Post » Thu May 03, 2012 7:19 pm

2. You can. go to the npc's page by double clicking on him/her and see where his armor and weapons are? do you see the numbers there? they represent how many the npc has. click the numbers or next to the numbers until the number turns blue. hit backspace and type -1 or -2 or -50 the minus line means that the item is up for sale and the number signifies how many the npc will sell. if a number is on it's own. like if you just have 1, 2 or 50 that means the npc will not sell the item. hope i didn't post this only to realize you're talking about something else :tongue:

Actually you posted the right thing! :D But what I heard, is if an NPC store merchant sells things and owns property in his house, wouldn't he sell the stuff in his house too if it belongs to him? [items that are standalone and not in a container] That is what I am trying to avoid. But, what you told me did help a lot. And I a mean a lot. hahah :D
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Erika Ellsworth
 
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Post » Thu May 03, 2012 9:58 pm

Actually you posted the right thing! :biggrin: But what I heard, is if an NPC store merchant sells things and owns property in his house, wouldn't he sell the stuff in his house too if it belongs to him? [items that are standalone and not in a container] That is what I am trying to avoid. But, what you told me did help a lot. And I a mean a lot. hahah :biggrin:
Okay good, glad i could help. and no he will only sell the items that are listed as -1 in his inventory section :)
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Manuel rivera
 
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Post » Thu May 03, 2012 9:52 pm

Okay good, glad i could help. and no he will only sell the items that are listed as -1 in his inventory section :smile:

Oh, ok that is good news lol. :D
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IsAiah AkA figgy
 
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Post » Fri May 04, 2012 4:09 am

Hmm. Can two Separate NPCs share ownership over some of the same objects?
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Sophie Payne
 
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Post » Thu May 03, 2012 2:24 pm

Hmm. Can two Separate NPCs share ownership over some of the same objects?
I don't think so.
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Strawberry
 
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Post » Thu May 03, 2012 8:13 pm

oh. I see. I think the final issue is getting rid of Filepaths, so no-one will have issues with my mod.

- How does one go about removing path/destinations for textures, So everyone can use meshes and Textures without issues. [due to not everyone has their Morrowind Set up in http://www.gamesas.com/topic/1370123-questions-regarding-how-would-one-go-about/# (x86) like I do].
I Already know it is done in Nifskope I just am not sure how. . .
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Ryan Lutz
 
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Post » Thu May 03, 2012 6:44 pm

Sorry i'm new to modding as well. can't help you their.
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Adam
 
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Post » Fri May 04, 2012 2:24 am

First, if store owners and guards are yelling at the thief, the ownership is probably set. If they don't attack, the "Alarm" setting under "AI" is probably too low. The alarm for guards should be 100, and for store owners at least 30.

Changing paths can be done with a utility like Niftexture or nif texture stripper. For nif texture, open the nif with the utility, you'll see all textures and their paths listed.Scroll down and you'll see a little window that shows the full path and has a browse button, and will read something like: C:\Program files\Bethesda\Morrowind\data Files\Textures\my folder\my icon.DDS. Erase the first part of the path so it reads: Textures\my folder\my icon.DDS and save, all done.

Seperate NPCs can share ownership if they are in the same faction and the faction is listed as the owner. Whether or not one or both will sell those items, I'm uncertain.

Also, if the number of items in the sellers inventory is shown as -1 it means he has an unlimited supply of whatever it is. If you buy all that he has, close the dialogue window, then reopen it, you will see has a new supply for sale.
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trisha punch
 
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Post » Thu May 03, 2012 6:49 pm

Actually you posted the right thing! :biggrin: But what I heard, is if an NPC store merchant sells things and owns property in his house, wouldn't he sell the stuff in his house too if it belongs to him? [items that are standalone and not in a container] That is what I am trying to avoid. But, what you told me did help a lot. And I a mean a lot. hahah :biggrin:
As I said, as a workaround, assign ownership to the guard. That way, the items have an owner (they will be counted as stolen, and the NPCs will complain if they see you stealing), but the shopkeeper won't sell them. MW doesn't display the owner of items to the player, so he won't notice.
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Loane
 
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Post » Thu May 03, 2012 5:06 pm

As I said, as a workaround, assign ownership to the guard. That way, the items have an owner (they will be counted as stolen, and the NPCs will complain if they see you stealing), but the shopkeeper won't sell them. MW doesn't display the owner of items to the player, so he won't notice.
That can be easily fixed by setting the Alarm rate in his AI settings higher. or his Attack settings if need be.
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Dean
 
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Post » Fri May 04, 2012 12:17 am

Alright Thank you Very much! :D
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(G-yen)
 
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Post » Thu May 03, 2012 9:29 pm

In short what makes guard a guard is combination of setting his class to guard and alarm to 100. With alarm on 100 and Guard class it is hardcoded that they get that arrest dialogue and all the other goodies the guards have.

About the paths you'll have to download Nifscope. Once you do that go to Render -> settings -> and set to automatic filepath for games. not sure what the name of the button is but it's a huge button on the left side of the window, you can't miss it (it will say it detected the filepaths for Morrowind). This way it'll search directly for textures/esoptros/whatever instead of C or D/data files/etc.
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Matt Terry
 
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Post » Thu May 03, 2012 7:16 pm

In short what makes guard a guard is combination of setting his class to guard and alarm to 100. With alarm on 100 and Guard class it is hardcoded that they get that arrest dialogue and all the other goodies the guards have.

About the paths you'll have to download Nifscope. Once you do that go to Render -> settings -> and set to automatic filepath for games. not sure what the name of the button is but it's a huge button on the left side of the window, you can't miss it (it will say it detected the filepaths for Morrowind). This way it'll search directly for textures/esoptros/whatever instead of C or D/data files/etc.

I appreciate the help a lot. Especially since I am nearing the completion of My Black Moss mod; However, The guards Still won't get the dialogue or do anything. -_-" lol. I changed the Alarm to 100 and the class is Guard. I also gave them a faction.

I don't have any other mods on, save Resource stuff that just adds to the CS, not counting the Abots bird life mod [which is the only none-resource mod I have on].
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Robert Garcia
 
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Post » Fri May 04, 2012 1:42 am

I have learned the whole time it was a Load Save issue. xD But the Dialogue will be different compared to regular guards.
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NO suckers In Here
 
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Post » Thu May 03, 2012 9:07 pm

I appreciate the help a lot. Especially since I am nearing the completion of My Black Moss mod; However, The guards Still won't get the dialogue or do anything. -_-" lol. I changed the Alarm to 100 and the class is Guard. I also gave them a faction.

I don't have any other mods on, save Resource stuff that just adds to the CS, not counting the Abots bird life mod [which is the only none-resource mod I have on].

Hm that's weird, these two things should do the trick.. don't know then, really sorry. :nope: Maybe I'm missing something afterall. :shrug:

EDIT: aah so that's it. wanted to ask if you're testing your mod in a clean new save game, but wasn't sure how much of a problem can that cause so I didn't want to embarrass myself. :P
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latrina
 
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Post » Thu May 03, 2012 6:18 pm

Hm that's weird, these two things should do the trick.. don't know then, really sorry. :nope: Maybe I'm missing something afterall. :shrug:

EDIT: aah so that's it. wanted to ask if you're testing your mod in a clean new save game, but wasn't sure how much of a problem can that cause so I didn't want to embarrass myself. :tongue:

hahhaha. Yeah, I am now trying to get Dialogue working. But There are plenty of tutorials for that. xD So I really don't need help. xD

but I may need some certain unique scripting stuff explained.

You see, I wanna have it where crime is different in Black Moss, Rather then going to jail, You go into the Black Moss Barracks and is somewhat Tortured. [Won't show anything but yeah]. When you are released after a few days, you have some health missing and like normally, you loss a minor amount of attributes and skills.

[However, the Black Moss will not Do that too you if you have proven yourself, [aka, get the disposition of all NPCs in Black Moss to 100 or 90 or finish all of the Quests for them]. If they like you enough, you can just pay gold rather the Going to get tortured, or Jail.

Is this possible?
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Alyna
 
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Post » Fri May 04, 2012 5:23 am

Chaka ZG:
That's handy, I never knew that about nifskope, so I used niftexture as well as nifskope since I have multiple Morrowind Installs on three different drives... Of course nif texture stripper is still handy since it will strip paths from an entire folder of textures all at once.
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Daniel Holgate
 
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Post » Thu May 03, 2012 2:41 pm

Is this possible?

It is, but dialogue scripts won't be enough- you'll need some real scripting involved too. Dialogue scripts are generally used only for minor stuff like inventory fiddling, rewards and starting scripts off.
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Rob Davidson
 
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