Starfire NPC additions

Post » Tue May 17, 2011 1:04 pm

Outside of a few NPCs missing clothing, I thought this mod was a nice addition. I can understand about the missing clothing, though, given how many new NPCs you added.
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Julie Ann
 
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Post » Tue May 17, 2011 3:24 pm

Glad to hear that this could be getting some updates... as it stood, the early releases of this mod were good (and the clothing addon from Hilgya - Seamstress was nice). A more mature version with the patrols and such working, and other possible features, would be even more fantastic.


Definitely keeping an eye out =)
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Kayleigh Mcneil
 
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Post » Tue May 17, 2011 7:40 am

Great to have you back star. Good luck! I know how it can be trying to remember things, because I have a memory issue I have to live with. Btw, I use a pretty low end computer but if you need anything at all don't be afraid to ask. I began using your mod last year and I have been thrilled with it. Normally I have small hang ups that I ignore, because heck, a mod is sorta like a gift. It takes a lot of work and is given in spite of that.. so I try to always be respectful and appreciative of it.

But yours has been spot on.. (except for a few missing clothes and fps) And even the fps was lower than I thought it would be. Anyways, your mod adds something that was needed in the game, and is a favorite of mine already. So if it does turn out you need anything, I'd be happy to give back. Normally my strong suit is concept, so I'm best at plugging in holes in a plot or noticing shortfalls, but I am willing to learn other skills and may well be of use in other things. (depending on what I remember at the time) Best way to get a hold of me is to send a PM.

Just wanted to thank you for a great mod and encourage you as you begin to pick the CS back up. On another note, and maybe this has been asked before, but do you have plans to do interiors too? I know they can be a little trickier; its just that after using your mod, I realized the outside did look far more alive than when I went in. Doesn't seem to match. And since you did such great work on the outside, I am wondering if that is something you've thought about before.

Interiors wouldn't need as many generated at once of course, because it stands to reason that it would be busier, with people bustling from spot to spot, it's just a thought. Either way, great mod and good luck in your endeavors!
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Add Me
 
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Post » Tue May 17, 2011 3:57 am

Cheers for all the positive comments and offers of help everyone they mean a lot.

Great to have you back star. Good luck! I know how it can be trying to remember things, because I have a memory issue I have to live with. Btw, I use a pretty low end computer but if you need anything at all don't be afraid to ask. I began using your mod last year and I have been thrilled with it. Normally I have small hang ups that I ignore, because heck, a mod is sorta like a gift. It takes a lot of work and is given in spite of that.. so I try to always be respectful and appreciative of it.

But yours has been spot on.. (except for a few missing clothes and fps) And even the fps was lower than I thought it would be. Anyways, your mod adds something that was needed in the game, and is a favorite of mine already. So if it does turn out you need anything, I'd be happy to give back. Normally my strong suit is concept, so I'm best at plugging in holes in a plot or noticing shortfalls, but I am willing to learn other skills and may well be of use in other things. (depending on what I remember at the time) Best way to get a hold of me is to send a PM.

Just wanted to thank you for a great mod and encourage you as you begin to pick the CS back up. On another note, and maybe this has been asked before, but do you have plans to do interiors too? I know they can be a little trickier; its just that after using your mod, I realized the outside did look far more alive than when I went in. Doesn't seem to match. And since you did such great work on the outside, I am wondering if that is something you've thought about before.

Interiors wouldn't need as many generated at once of course, because it stands to reason that it would be busier, with people bustling from spot to spot, it's just a thought. Either way, great mod and good luck in your endeavors!


I have thought about making an add on that does this seeing as I already have made the all the npcs and would just have to add the spawn points to all the interior cells. The only issue would be that most of my npcs have a high wander package so they would wander around any given interior a fair bit. Obviously I would make it a separate esp as I know many people already use various mods that make interiors crowded enough as it is. At this moment in time I am still planning out what my course of action but I don't see any reason why not to create such an add on... would be a nice simple way to get back to grips with the construction set before tackling the harder stuff may be.
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Amber Ably
 
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Post » Tue May 17, 2011 9:58 am

I literally love this mod. Not only for the wealth of NPC's it adds, but the variety of responses never ceases to entertain. More importantly, you did in one stroke what was woefully missing from the game, the seeing of NPC's teleporting in and out of towns! I love that! Especailly with magic animation.

Funny story, I was leaving (my character) from the tavern in the Pelagiad at around 3 A.M., when he noticed an Imperial woman behind the wall of one of the homes across the street who just I swear I didn't imagine it, she peeked from around the corner and went back in. I crossed the road and went to the alley she was in, and it was an Imperial lass in a Hilgya's Rogue outfit, and when I engaged conversation, she said "Pssst! Oh, you're not a guard. Good. Have a look at my wares...(p)"

That was awesome. Took me totally by surprise, as does seeing the occasional person materialize and when engaged, the message box just says "They size you up and wonder if you have anything of value."

Again, genius.

You put the magic back into a magical game. The sight of all manner of folks wearing those Hilgya outfits and especially the "Hold it" ones, fantastic.
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Brandi Norton
 
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Post » Tue May 17, 2011 6:26 am

If possible. Could you make it compatible with small mods created by Arcimaestro Antares?
Those that added doors to cities ... Balmora, Suran, Caldera, Ald-Ruhn.
The NPCs, get stuck in the new doors. :laugh:
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Emma Pennington
 
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Post » Tue May 17, 2011 3:46 pm

Additionally, how might one go about adding your NPCs into Tamriel Rebuilt? I was considering trying to do so as an addon for TR and this, if you don't mind...
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Melis Hristina
 
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Post » Tue May 17, 2011 2:01 am

Much as I'd like to see you indeed add to Tamriel Rebuilt, my advice is to wait a small while, because our release structure will be changing, so all releases are added to the same file, TR_Mainland.esm. Of course you could just change the dependency when the time comes.
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Michael Korkia
 
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Post » Tue May 17, 2011 4:15 am

Another vote for a TR version. :thumbsup:
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helliehexx
 
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Post » Tue May 17, 2011 3:12 am

Aeven, what's the ETA supposed to be on that? Sounds like a bunch of the TR mods will need updates at that time.

Blade, when you get work on TR + Starfire's done, be sure to have a relz thread. I do not want to miss that. :) Heck feel free to PM me the link. lol
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Natasha Biss
 
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Post » Tue May 17, 2011 4:36 am

We're hoping to have a new release this year. Then what was Map 1 and 2 will be combined into the same file.
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Annick Charron
 
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Post » Tue May 17, 2011 5:49 am

Another vote for a TR version. :thumbsup:

I will make one, but I need to figure out how I am to do so. Any advice\information would be great
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lexy
 
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Post » Tue May 17, 2011 12:37 pm

I will make one, but I need to figure out how I am to do so. Any advice\information would be great


creating your own add on for TR would be pretty easy. All my npcs are made into leveled creatures based on their classes. So to make an add on you could load up my mod and TR in the construction set then go to the leveled creatures tab and drag any list with the prefix SF_ onto the land mass where appropriate. For example SF_M_DELF_Farmers would add a spawn point for male dark elf farmers. Hope that helps, If not just say and I will try and make it clearer. Your best bet is to load my mod in the construction set and just have a gander at all the items and leveled lists I made for it and how they fit together.

Also I could look into making my mod compatible with that mod that adds the doors... Do you know if the npcs spawn and get stuck in the door, or if they are spawning and walking into them?
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Marcin Tomkow
 
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Post » Tue May 17, 2011 5:42 am

Will do, that's what I assumed. Expect a WIP thread soon (2 weeks @ most)

@Aeven:
A new Release? as in Map 3?

@SF
Well, with some cities I could try to find out something about doors and your NPCs. Firewatch, for example, has gates.
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Alkira rose Nankivell
 
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Post » Tue May 17, 2011 7:29 am

I have not looked into the CS for the solution to this, but I have been attacked by some of your NPC's and traders have been not appearing with their guars after extended in game time. I thought this had been solved, but perhaps it was not yet worked on. Is it a scripting error or is this a known conflict with certain load orders? If it helps, I find that usually the attack has a script that have a number in it, rather than just denoting night or day.

The only time I saw this when there was no attack was on the road between cites. It seems that these numbered npcs are supposed to spawn together as a group of travelers. (the ones I saw where petty vendor types) Usually they just attack however.. often this occurs in or near the outskirts of a city, and "stopcombat" fails to solve the problem as they just go right back to attacking. They also seem to get separated. I have never had these groups attack me all at once. (not yet anyway) Usually it's just one at a time every so often.

Is there a quick solution to this?
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SWagg KId
 
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Post » Tue May 17, 2011 3:21 pm

Horay! StarFire is back! :celebration:
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Juliet
 
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Post » Tue May 17, 2011 1:42 am

I have not looked into the CS for the solution to this, but I have been attacked by some of your NPC's and traders have been not appearing with their guars after extended in game time. I thought this had been solved, but perhaps it was not yet worked on. Is it a scripting error or is this a known conflict with certain load orders? If it helps, I find that usually the attack has a script that have a number in it, rather than just denoting night or day.

The only time I saw this when there was no attack was on the road between cites. It seems that these numbered npcs are supposed to spawn together as a group of travelers. (the ones I saw where petty vendor types) Usually they just attack however.. often this occurs in or near the outskirts of a city, and "stopcombat" fails to solve the problem as they just go right back to attacking. They also seem to get separated. I have never had these groups attack me all at once. (not yet anyway) Usually it's just one at a time every so often.

Is there a quick solution to this?


sounds like one of the classes i added late to the mod... they were supposed to function by being random sized groups who would either offer the player food and a friendly greeting or else all be hostile and attack the player (they were only level 1-2 and very rare) but if they aren't functioning properly like I just described then I may have to either remove them or rework their scripts and how they work. As for the Guars not showing up after so long I will have to look at the scripts to see why they aren't resetting as they should. I am just waiting on my laptop to get mended so I can get back into the world of Morrowind modding.

Oh and cheers Tes96 it good to be back :)
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electro_fantics
 
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Post » Tue May 17, 2011 1:56 pm

bump

Any news?
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RAww DInsaww
 
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Post » Tue May 17, 2011 7:46 am

Found an NPC without pants. I did a sethealth 0 on him and I received two shirts instead of one shirt and one pair of pants.

I didn't do an ori (which I should have since I have the patrols beta), but I did get a full name from the console. ' SF_pauper_IMP_M300000000 '
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BEl J
 
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Post » Tue May 17, 2011 1:57 pm

*Glances at mod in CS*
That NPC, SF_pauper_IMP_M3, has 2 shirt leveled list items, while it has no pants leveled item, just FYI, Starfire
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Kevin Jay
 
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Post » Tue May 17, 2011 4:51 am

I'll fix it in my own esp for now. But I just thought I'd point it out. Be on the lookout for a pantsed man.

Thanks for verifying it for me Blade.
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Jennifer Rose
 
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Post » Tue May 17, 2011 11:13 am

Any time, no problem.
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*Chloe*
 
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Post » Tue May 17, 2011 5:27 am

Any news on the mod at all? Just installed the mod for the first time, being a die hard MCA user i had expectations, I must say i love it! it intergrates perfectly.
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Alexandra Louise Taylor
 
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Post » Tue May 17, 2011 1:36 am

First i must agree with Mortanius...it fits absolutely great with MW and combined with LCV it makes the cities look really alive. BUT i have a small(or big, do not know yet. :) ) problem that so far appears to be related with NPC additions. At first i only got these warnings:

Unable to find referenced object "Rararyn Radarys" in script SC_Balmora1_1.Unable to find referenced object "Rararyn Radarys" in script SC_Balmora1_2.Unable to find referenced object "Rararyn Radarys" in script SC_Balmora1_3.Unable to find referenced object "Rararyn Radarys" in script SC_Balmora1_4.


I get those warnings every time i load a savegame to start playing MW, and usually i just use AllowYesToAll to get rid of those warnings quickly just as everyone else. Till today i did not know which mod could be causing this warning, but i thought lets ask anyway here. Now to my surprise the warnings.txt now showed this:

Spoiler
Unable to find referenced object "Rararyn Radarys" in script SC_Balmora1_1.
Unable to find referenced object "Rararyn Radarys" in script SC_Balmora1_2.
Unable to find referenced object "Rararyn Radarys" in script SC_Balmora1_3.
Unable to find referenced object "Rararyn Radarys" in script SC_Balmora1_4.
Script Dialogue CompileAndRun
Object/Script ID (rararyn radarys) not found in postfix on line 57.
==>CompileAndRun problem was found in Voice "Hello"
"(null)"

Script StarfireNPCA_day
Object/Script ID (rararyn radarys) not found in postfix on line 57.
==>CompileAndRun problem was found in Voice "Hello"
"(null)"

Script Dialogue CompileAndRun
Object/Script ID (rararyn radarys) not found in postfix on line 57.
==>CompileAndRun problem was found in Voice "Hello"
"(null)"

Script nolore
Object/Script ID (rararyn radarys) not found in postfix on line 57.
==>CompileAndRun problem was found in Voice "Hello"
"(null)"

Script nolore
Object/Script ID (rararyn radarys) not found in postfix on line 57.
==>CompileAndRun problem was found in Voice "Hello"
"(null)"

Script Dialogue CompileAndRun
Object/Script ID (rararyn radarys) not found in postfix on line 57.
==>CompileAndRun problem was found in Voice "Hello"
"(null)"

Script nolore
Object/Script ID (rararyn radarys) not found in postfix on line 57.
==>CompileAndRun problem was found in Voice "Hello"
"(null)"


From what i know, Rararyn Radarys is a vanilla MW npc, so it could not be that StarFire forgot to add this NPC. Now i know absolutely nothing about scripting so i do not dare to start editting them. And i also can not seem to find these SC_Balmora scripts either. Have these problems been reported before, or is this a new one?

Incase my load order is needed:

Spoiler
Masters for Assarnat0000.ess:
001 Morrowind.esm
002 Tribunal.esm
003 Bloodmoon.esm
004 Texture Fix 1.8.esm
005 Bloodmoon Landscape Overhaul 1.0.esm
006 The Undead.esm
007 Morrowind Patch v1.6.5-BETA.esm
008 Better Bodies.esp
009 Slof's Better Beasts b.esp
010 Neo's Unique Creatures.esp
011 Minions of House Dagoth.esp
012 Creatures.esp
013 DreadKnight.ESP
014 TheForgottenShields - Artifacts_NG.esp
015 Art Of War Museum.esp
016 _rb_Ravenloft_040504a.esp
017 TheBlackMill11.esp
018 acsSunsiBBShirt.esp
019 TBMWalkthrough.esp
020 The Sable Dragon 1.5.esp (Version 1.5)
021 TVwofs.esp
022 correctUV Ore Replacer 1.0.esp
023 dxm_metallic_signs.esp
024 Clean Glowing Atronachs.esp
025 NEDE v1.2.esp
026 Spect Sorcery pt 1.esp
027 RAMF_Mer_for_NPCs.esp
028 AIM_MW_TB_BM_1dot0.esp
029 BirthsignsAMFun_BM.esp
030 Balmora Expansion - LITE 1.0.esp
031 Starfires NPC Additions ver-1.11.esp
032 Antares' Big Mod 5.esp
033 Vurt's Ashlands Overhaul.esp
034 Vurt's Leafy West Gash.ESP
035 ring_teleport v2.2_Dubious.esp
036 NPC LCV Schedules 03.esp (Version 03-13)
037 Madd Leveler - Base.esp
038 Madd Leveler - Cap Remover.esp
039 Madd Leveler - Quest Cap Remover.esp
040 Madd Leveler - Madd Health.esp
041 TLM - Ambient Light + Fog Update.esp
042 TLM - Light Sources (Clearer Lighting).esp
043 TLM - NPC Light Sources.esp
044 TLM - Light Sources (Lanterns).esp
045 Lights_300_V4.esp
046 Expanded Sounds.esp
047 Merged_Objects.esp
048 Mashed Lists.esp

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Jonny
 
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Post » Tue May 17, 2011 5:24 am

I can tell you its not Starfire's. All of Starfire's scripts, leveled lists, and NPC IDs start with "SF_".

It also does not modify or use any of the vanilla NPCs. Try checking Balmora Expanded and see if the scripts start with "SC_".

I did a google search and the error has come up before, but I couldn't find a solution or anyone who stated what mod was causing it.
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Queen
 
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