Starfire NPC additions

Post » Tue May 17, 2011 11:12 am

I kinda miss Starfire. Bright ideas, awesome implementation. Groovy mod!
User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Tue May 17, 2011 10:19 am

I love the random teleporting mages!!

(that's from this mod, right :unsure:)


:P
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Tue May 17, 2011 6:08 am

I kinda miss Starfire. Bright ideas, awesome implementation. Groovy mod!

Agreed 100%
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Tue May 17, 2011 4:24 am

I just wish that this mod also added NPC's into Interior locations as well.
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Tue May 17, 2011 2:30 am

Last active September 6th 2009 at 6:07 Pm
Last post on this thread September 5th 2009 at 6:18 Pm
I'd say she's given up this forum or is no longer modding.
User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Tue May 17, 2011 6:10 am

I wish it weren't so :(
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Tue May 17, 2011 12:48 pm

She has her Xbox 360 gamer tag on the profile we could try sending a message (it could have changed between now and then though)
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Tue May 17, 2011 11:27 am

I'm sure StarFire will return. This mod worked great with MCA. Wasn't Neoptomus updating MCA?
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Mon May 16, 2011 11:32 pm


Wasn't Neoptomus updating MCA?
http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1030899&view=findpost&p=14937013, but then he's not been on the boards since October.
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Mon May 16, 2011 11:25 pm

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1030899&view=findpost&p=14937013, but then he's not been on the boards since October.


From my own observations and what others have mentioned it is not unusual for Neopt...that person who's name I can never spell or remember to go missing for long periods of time before returning with news of an update to a mod.
User avatar
Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Tue May 17, 2011 8:32 am

It's a shame that a mod such as this is no longer being worked on; It had so much more potential. I loved playing with this installed, and seeing the variety of NPC's in-game, which made the world feel so much more alive. Yet I've also had to remove and add this several times over the course of my game primarily due to FPS issues. I recall reading that SF was going to work on a Lite version of this mod, which would have been great.

But she is no longer active, which means that I have to put this into my own hands and create a lighter mod for those of us with weak PCs. Only real obstacle is that I have no real idea who SF had placed the NPCs in-game. Scripts? GMSTS? I'm sure it's pretty simple, but I don't want to create any glitches. Also, this would mostly be for personal use, but if all goes well, I could release it, with all credits given to SF of course.

(Sorry for the not starting a new thread, but I felt my request was appropriate here)
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Tue May 17, 2011 3:54 pm

It's a shame that a mod such as this is no longer being worked on; It had so much more potential. I loved playing with this installed, and seeing the variety of NPC's in-game, which made the world feel so much more alive. Yet I've also had to remove and add this several times over the course of my game primarily due to FPS issues. I recall reading that SF was going to work on a Lite version of this mod, which would have been great.

But she is no longer active, which means that I have to put this into my own hands and create a lighter mod for those of us with weak PCs. Only real obstacle is that I have no real idea who SF had placed the NPCs in-game. Scripts? GMSTS? I'm sure it's pretty simple, but I don't want to create any glitches. Also, this would mostly be for personal use, but if all goes well, I could release it, with all credits given to SF of course.

(Sorry for the not starting a new thread, but I felt my request was appropriate here)


I'd suggest the first place to direct your request is to Starfire. If Starfire doesn't respond after a reasonable time, then others can help you. But after all, it's Starfire's mod.
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Tue May 17, 2011 2:17 am

I want to say that she might return again around the summer time. That is when she joined and the end of summer was the last time she was active on the forum.

However, spring break in the US is in full swing. And perhaps plans on what would be done with the mod if someone were to update it?
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Tue May 17, 2011 6:44 am

*Pop* hehe I feel like one of my teleporting mages appearing out of the blue like this after so long. Sorry all for the vanishing act I've been caught up in the world of work since leaving uni last year had have barely had a moment to myself since. However things are calming down a bit and I am very much getting the urge to try my hand at a bit more modding now that the dust is settling. I have been reading all your kind comments left for me over the past months and am currently evaluating what needs tweaking and fixing in the current mod and also what direction I should then take it in. I wouldn't expect anything much from me in the next month however because I am waiting on my computer be fixed as well as banging my head against a wall trying to remember half of what I knew about the construction set. I still have all my old files and wip scripts safely stored away though ready for me to wipe away the dust and get a fresh perspective on which is good. While I may not be scripting much this month I still plan to spend a fair chunk of time catching up on whats happening in the community and also being about this thread to throw ideas around with people for when the scripting starts again in earnest. Oh and also while i was gone you were more than welcome to update my mod however you wished, you don't ever have to worry about me getting angry over stuff like that.

So to sum up I thought I would post to say

1) I am sorry.
2) I hope to be back modding over the coming months.
3) In the mean time feel free to fire questions, suggestions and things you feel deserve my attention at me.
User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Tue May 17, 2011 9:59 am

:o :o :D :D
You've returned!! Oh Joyous day! :D It's great to see this mod continuing, even in it's current state it's a must have for me. Thank you.
User avatar
Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Tue May 17, 2011 1:05 am

YAY! :laugh: I'm so happy you are back =) No need to be sorry on my account, just next time, give us the memo ;)
Your mod never left my game, it's a very important addition imo.

I witnessed a Mage fighting guards the other day, first time, the rare occurrences make these things very intriguing! I tried helping the mage but he was to weak.

Will the mage always loose? or is there chances of more powerful Mages spawning as enemies for the guards to fight?
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Tue May 17, 2011 10:47 am

1) I am sorry.
2) I hope to be back modding over the coming months.
3) In the mean time feel free to fire questions, suggestions and things you feel deserve my attention at me.


1) You needn't be. You don't work for any of us, we have no right to call you out on this kind of thing. Hell, we should all just be glad you are creating such a wonderful mod for us to enjoy :).
2) Awesome. This is one of those mods I really couldn't play Morrowind without anymore. It's like MCA without the svck :P.
3) You have done an excellent job so far of keeping this mod lore friendly and unobtrusive, both of which are qualities I truly value in mods. All I can say is: 'Keep up the good work.' Also, Teen Titans ftw :laugh:.
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Tue May 17, 2011 11:27 am

agreed there is nothing to be sorry for, we were all just worried you wouldn't return to continue such a fantabulous mod (wait, did i really just say fantablulous? wtf) but either way, its awesome to at least hear you are back...
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Tue May 17, 2011 12:30 am

YAY! :laugh: I'm so happy you are back =) No need to be sorry on my account, just next time, give us the memo ;)
Your mod never left my game, it's a very important addition imo.

I witnessed a Mage fighting guards the other day, first time, the rare occurrences make these things very intriguing! I tried helping the mage but he was to weak.

Will the mage always loose? or is there chances of more powerful Mages spawning as enemies for the guards to fight?


erm was the mage fighting the guard part of that small beta I released for the patrol add on I was making? If so then the plan was/is to balance it so the fight could go either way. I think I will have to go back to the drawing board for the patrol add on in terms of how it works as I remember finding a lot of glitches happening based on the current scripting (the main one being the guards not resetting right after a month had past. Mind you if the mage fighting the guard is just from the basic npc adder then I have no idea why the hell they are even fighting lol. Seems from what I have been reading I need to patch some naked npc's people have seen walking around among the barbs and warriors.
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Tue May 17, 2011 12:20 am

erm was the mage fighting the guard part of that small beta I released for the patrol add on I was making? If so then the plan was/is to balance it so the fight could go either way. I think I will have to go back to the drawing board for the patrol add on in terms of how it works as I remember finding a lot of glitches happening based on the current scripting (the main one being the guards not resetting right after a month had past. Mind you if the mage fighting the guard is just from the basic npc adder then I have no idea why the hell they are even fighting lol. Seems from what I have been reading I need to patch some naked npc's people have seen walking around among the barbs and warriors.

I'm using the "patrols beta 0.5" not the actual name but the gist of it. IIRC it was supposed to add such a feature o_O

Good work with reworking the system! I'm as before, ready to test things out for you (even tho there are people far more qualified at testing who know the inner workings of the engine a lot better then me).

Cheers!
User avatar
Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Tue May 17, 2011 8:20 am

I'm using the "patrols beta 0.5" not the actual name but the gist of it. IIRC it was supposed to add such a feature o_O

Good work with reworking the system! I'm as before, ready to test things out for you (even tho there are people far more qualified at testing who know the inner workings of the engine a lot better then me).

Cheers!


:) cheers well I need to get back to grips with the code i was playing around before I can even start thinking about how to rework it, but the second I have a something new that needs testing I know who to call.
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Tue May 17, 2011 1:33 pm

I'd be happy to help test it as well starfire. also, i can't wait for that patrols addon to be released. sounds interesting...

an idea for that mage vs guards though, perhaps make him/her/it skille din conjuration so that it could summon a monster to help fight the patrol? could even things out a bit more
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Tue May 17, 2011 1:25 pm

I'd be happy to help test it as well starfire. also, i can't wait for that patrols addon to be released. sounds interesting...

an idea for that mage vs guards though, perhaps make him/her/it skille din conjuration so that it could summon a monster to help fight the patrol? could even things out a bit more


good to hear. You will be glad to hear in the 0.5 version that some people were testing for me there was a necromancer south of Balmora who conjured various undead etc when they fought with the guards and that all worked really well as far as I can remember. I can send you the file In a few days once I get all my files organized again if you want to try it out. Atm I am thinking about how to get around the issue of getting the patrol and its enemies to carry on following their scripts even after multiple re-spawns... Also its so so tough to get a patrol to actually patrol as group and still obey all the scripts (may be impossible)
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Tue May 17, 2011 1:38 pm

hm is there any way you could get the guards to recognize the summons as monsters so that when they fight, they fight as if a monster is invading their town...
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Tue May 17, 2011 11:36 am

Good to see you're back Starfire, your mod very quickly became one of my favourites! :celebration:
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

PreviousNext

Return to III - Morrowind