Starfire NPC additions

Post » Tue May 17, 2011 10:53 am

They have been given torches so they should use them when it gets late enough.
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Confirmed - patrols are using torches at night. I was testing during rainy weather and must of not waited late enough, thinking it is was already nighttime due to the darkened conditions. :facepalm:

Noticed that patrols stop spawning (or very rarely spawn) after nightfall - moving again into a cell that spawned a patrol during daylight hours usually does not have one there during night hours. The patrol I start observing for torch use during the dusk will usually still be patrolling after nightfall if I leave the cell and return.
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Benito Martinez
 
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Post » Tue May 17, 2011 1:22 am

Yes I will add to the Tamriel rebuilt maps and other popular landmass additions at some point, I just need to play test the land masses more so I can get a feel for how best to add npc's to them.

Your correct about the npc patrols not being around much at night as atm they are scripted to disapear after a certain time... It would be easy to make them stay out virtually all night tho via a few simple number changes in the scripts :)

I might have to look into some of MSWE seeing as scripting these patrols is currently throwing up alot of hurdles and I might need some more scripting options.

Pluto if you send me what you have I will gladly check it out and move some spawn points in the main file of my mod. Infact seeing as this addon might take some time due to its increasing complexity I think I will release a 1.18 update today to the main file which will include all the recent bug fixes, script changes, leveled list adjustments, dialogue changes and compatability changes. Btw I am still seeing guars without merchants sometimes... I don't think its a scripting issue I think it is because of the 72 hour thing which might not affect the guars but removes the merchant.... tho I might be wrong on that. Does anyone know how I could script the guars to be removed automatically after 72 hours? I would like to solve the guar issue before I add the new update... Oh and also I have tested and tested and warriors always spawn with their curiass for me just like they should. Only the barbarians spawn without a curiass and I have done that on purpose, but if people are finding that feels odd and out of place I can change it so they always appear with a curiass and look just like the warriors... or I could change the spawn percentages on the curiass so the bare chested thing is very very rare.
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Spaceman
 
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Post » Tue May 17, 2011 8:53 am

Okay so these release threads of yours for this mod have been here for a while, but for some reason I never bothered to look at it! :o


But now that I've seen the videos I can't wait to see what you're coming up with for the next version! :)
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kyle pinchen
 
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Post » Tue May 17, 2011 2:08 pm

I've been playing with this for a little while now and it's just amazing. I had been wishing for a more seamless npc addition mod for a long time and this just fits right in. It's very hard to see any difference between regular npcs and your additions. They blend perfectly in the usual crowd , they don't walk around with a "MODDED!" sign above their head. I have to check their responses to the Background topic to distinguish them from regular NPCs, which are covered by LGNPC.

I gasped when I stumbled upon a teleporting mage. Very nice effect, especially since it doesn't happen every 5 seconds. I only saw 2 teleportations in about 2 hours of gameplay, and both occured right in front of the local Temple which makes a lot of sense. I love how Almsivi Intervention no longer feels like some special power only the PC has.

I did notice one thing that stuck out as a little unusual. I saw at least 4 NPCs in 4 different cities that wore a netch or chitin armor with the blue expensive skirt. While I applaud men wearking skirts, that colorful fancy skirt with the gritty armors make an odd outfit. I don't know if it's on purpose or if it's just a rare coincidence. But I couldn't help but laugh.

Awesome work, from both you and Danae. I look foward to more developments on this project.

edit: typos
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Travis
 
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Post » Tue May 17, 2011 6:13 am

I did notice one thing that stuck out as a little unusual. I saw at least 4 NPCs in 4 different cities that wore a netch or chitin armor with the blue expensive skirt. While I applaud men wearking skirts, that colorful fancy skirt with the gritty armors make an odd outfit. I don't know if it's on purpose or if it's just a rare coincidence. But I couldn't help but laugh.
These, I believe, are battlemages and they suffer from the same affliction as my character and countless male battlemages before them.... an extreme lack of suitable male skirts available on the market. I ended up throwing a quick mod together for my character to give him a more "manly" skirt that wasn't a kilt, and I'm thinking of trying to create some more designs if anyone is interested. In the meantime, battlemages will just have to wear girly flashy skirts. :P
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latrina
 
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Post » Tue May 17, 2011 3:51 pm

These, I believe, are battlemages and they suffer from the same affliction as my character and countless male battlemages before them.... an extreme lack of suitable male skirts available on the market. I ended up throwing a quick mod together for my character to give him a more "manly" skirt that wasn't a kilt, and I'm thinking of trying to create some more designs if anyone is interested. In the meantime, battlemages will just have to wear girly flashy skirts. :P


Does this mean that my male Nord Battlemage, PretteeBunnee, will finally have to admit the real reason as to why he is wearing a pink tutu? :(
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Suzie Dalziel
 
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Post » Tue May 17, 2011 3:25 pm

i've just stumbled across this mod, and haven't tried it yet, but most definitely will. what i'd like to know even before starting it is if you've stuck to the demographic data given in the vanilla - that is, 50% dark elves, 50% other? and also, a thing that greatly annoys me in MCA - there is a plethora of outlander nobles at every turn, which is wrong, since in vanilla it is clearly stated that the great houses don't accept outlanders easily. outlander nobles should only appear in pelagiad, caldera and ebonheart, and in small numbers - after all, if half the folks are nobles, and the other half a warrior of sort, who does the farming and cleaning jobs?

if you've been mindful of this, than i have no doubts this will be an excellent mod :)

EDIT: another idea. i haven't actually played TES 1 or 2, but as i understand it, almost every fraction had a dedicated military order. so, how about randomly spawning one of these knight-guys in the appropriate guild halls every once in a while? it's lore friendly, it would require just a few added dialogues, and wouldn't break the immersion. and, as an added bonus, it would explain just who these order of the lamp people are, that are so explicitly mentioned in the "origin of the mages guild" book.
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Annika Marziniak
 
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Post » Tue May 17, 2011 2:19 am

Great mod Starfire! :goodjob:

Any updates?
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Rodney C
 
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Post » Tue May 17, 2011 3:37 pm

Ahhh, yes, just wanted to drop in and say again just how fantastic this mod really is - one of my all time favorites.
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Claudz
 
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Post » Tue May 17, 2011 2:43 am

When merging the leveled lists with Wrye Mash, under what name does your plug in show up in the screen after the merging? I do not see anything appearing, whereas MCA and other creature packs do appear.
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CRuzIta LUVz grlz
 
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Post » Tue May 17, 2011 2:41 am

When merging the leveled lists with Wrye Mash, under what name does your plug in show up in the screen after the merging? I do not see anything appearing, whereas MCA and other creature packs do appear.


Starfire NPC additions doesn't change the leveled lists so it won't show up there.

The two posts above explain excellently how to merge your leveled lists in wyre. In any case I am not even sure if it really makes a difference with my mod. I say this because the mod doesn't change any existing leveled lists and just adds its own brand new leveled lists which the npc's use.

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Lloyd Muldowney
 
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Post » Tue May 17, 2011 12:53 pm

So her mod does change the leveled lists, and I should merge the leveled list, but they do not show up in the screen? Ok, thanks :)
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Laura Shipley
 
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Post » Tue May 17, 2011 5:45 am

So her mod does change the leveled lists, and I should merge the leveled list, but they do not show up in the screen? Ok, thanks :)


It doesn't change the existing leveled lists - it adds brand new ones. I don't think you need to update the merged list at all, really, as there's nothing to merge because of that - so that part in the readme should probably be updated. Anyway, as usual I'm not 100% on what I'm talking about so I'll let x Starfire x take over this...
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Cccurly
 
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Post » Tue May 17, 2011 11:59 am

Just wanted to pop in and make a quick report: was playing through my game today and noticed a female NPC walking around in Balmora with no top on. Popped it up in the console quick and it turns out the NPC is from this, here is the relevant information:

NPC: Audani Gloriosus
REF: SF_spellsword_IMP_F200000000
LEVC: SF_spellsword_all
CELL: Balmora (-3, -2)
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loste juliana
 
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Post » Tue May 17, 2011 4:00 am

Mhmm, looks like Starfire got caught up by real life priorities. She has not been around for weeks.
Hopefully she will be back soon.
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ezra
 
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Post » Tue May 17, 2011 12:31 pm

Mhmm, looks like Starfire got caught up by real life priorities. She has not been around for weeks.
Hopefully she will be back soon.

Indeed, I certainly hope all is well with her.

Also, wanted to make another possible report. I can't for the life of me remember if you intentionally added hostile NPCs, but I got jumped by a couple commoners while wandering around the other night. Forgot to get info off of them though, will try to remember assuming it happens again.
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Sabrina garzotto
 
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Post » Tue May 17, 2011 9:56 am

Indeed, I certainly hope all is well with her.

Also, wanted to make another possible report. I can't for the life of me remember if you intentionally added hostile NPCs, but I got jumped by a couple commoners while wandering around the other night. Forgot to get info off of them though, will try to remember assuming it happens again.

They might of actually been fishermen, which have the wrong script attached - they should use the script 'StarfireNPCA_day' instead of 'StarfireNPCA_CA_DELF4'.

Another solution is to use the latest version of Danae's 'http://www.gamesas.com/bgsforums/index.php?showtopic=1034740' for Starfire's 'NPC additions' which includes the fix. http://www.gamesas.com/bgsforums/index.php?showtopic=1033781&st=15#. B)
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Melis Hristina
 
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Post » Tue May 17, 2011 10:19 am

It has been probably asked before, but I didn't found it in the readme: Are the NPC-Additions compatible with the various Vampire Mods (VE, VH!) and Antares BigMod?
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Ezekiel Macallister
 
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Post » Tue May 17, 2011 2:43 am

Never mind, it was IE Pro's download manager.
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Gemma Woods Illustration
 
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Post » Tue May 17, 2011 1:13 am

Hmmm, I wonder if this is less crash prone than MCA? I liked MCA quite a bit but kept having hard crash/freezes in my game that made it completely unplayable and had to ditch them instead. I'd love to replace it with this.
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no_excuse
 
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Post » Tue May 17, 2011 11:32 am

Hmmm, I wonder if this is less crash prone than MCA? I liked MCA quite a bit but kept having hard crash/freezes in my game that made it completely unplayable and had to ditch them instead. I'd love to replace it with this.


Should be as it is much lighter than MCA, both when it comes to the amount of additions and scripting. In a way it's an "MCA light" that also blends in better with the vanilla game. Another plus is that it's easier to remove than MCA. If I've played a while with MCA I can't even remove it as the game crashes on load then. I've had no such issues with Starfire NPC additions.
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Solina971
 
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Post » Tue May 17, 2011 2:23 pm

They might of actually been fishermen, which have the wrong script attached - they should use the script 'StarfireNPCA_day' instead of 'StarfireNPCA_CA_DELF4'.

Another solution is to use the latest version of Danae's 'http://www.gamesas.com/bgsforums/index.php?showtopic=1034740' for Starfire's 'NPC additions' which includes the fix. http://www.gamesas.com/bgsforums/index.php?showtopic=1033781&st=15#. B)

Indeed, but I run that mod which contains the patch, and I am positive they were Commoners
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Sharra Llenos
 
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Post » Tue May 17, 2011 3:31 pm

I gave it a quick try.

Definitively closer to the original game than MCA.

However there are not Npcs in guilds and shops :(
I have met some smiths in the streets, and it is better that these Npcs do not offer services. I can't imagine how a smith could repair my armor while walking in the streets
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hannah sillery
 
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Post » Tue May 17, 2011 12:19 pm

However there are not Npcs in guilds and shops :(
I have met some smiths in the streets, and it is better that these Npcs do not offer services. I can't imagine how a smith could repair my armor while walking in the streets

Magic! :P
I believe Starfire initially didn't want to touch interiors, but for something like this and the guild halls, perhaps she could create an modular addition.
I hope Starfire comes back soon, I really prefer this to MCA.
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REVLUTIN
 
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Post » Tue May 17, 2011 10:31 am

How does this compare with MCA?
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Spencey!
 
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