Starfire NPC additions

Post » Tue May 17, 2011 7:30 am

It is a lot less intrusive - there are simply more NPCs, integrated almost seamlessly with the standard NPCs. Anyway, I am definitely looking forward to seeing Starfire back.
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N3T4
 
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Post » Tue May 17, 2011 9:01 am

So MCA/Starfire's/or Both?
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Andres Lechuga
 
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Post » Tue May 17, 2011 12:28 pm

So MCA/Starfire's/or Both?

Both would probably be too much. Too many NPCs and it would likely kill your FPS.
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JeSsy ArEllano
 
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Post » Tue May 17, 2011 6:53 am

So MCA/Starfire's/or Both?

Both would probably be too much. Too many NPCs and it would likely kill your FPS.

I personally prefer Starfire's as it comes across as more Lore Friendly to me, blending seamlessly with the rest of the game almost all of the time.
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Chad Holloway
 
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Post » Tue May 17, 2011 6:21 am

So which is better then? I've never actually tried either but I was about to give MCA a shot for the first time in my new mod build.
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Michael Russ
 
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Post » Mon May 16, 2011 11:56 pm

So which is better then? I've never actually tried either but I was about to give MCA a shot for the first time in my new mod build.

It is a matter of personal taste. I would say, try it out with MCA, with Starfire's, and with both at the same to (quick mini plays for a hour or two for each to get a feel for the mods), and decide what you prefer for overall effect. They work together, so no harm in seeing if you want one, both, or none.
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Neliel Kudoh
 
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Post » Tue May 17, 2011 1:41 am

So which is better then? I've never actually tried either but I was about to give MCA a shot for the first time in my new mod build.


I'll report here some of my thought about MCA (I cannot speak much of Starfire's mod, because I have not played it so long)

MCA:
- adds a lot of new item, clothes and amor
- adds also Npcs in the interiors: customers in the shops, pilgrims in the Temple, random members in the factions. I liked it because otherwise you feel you are the only one who the guildmasters ask tasks or visit shops.
- some additions are creative: merchants with guars/chariots, companions in taverns and in other places who may join you; and courtesans in taverns who can make love with the PC, after a payment. Some of these Npcs are setted as guard, so if you do a crime in a place where earlier you should then fight everyone, with MCA these Npcs start the dialogue with you, and offer the chance to take you to the guards and they'll decide your fine.

but:
- some clothes and armor don't fit well the world of Morrowind (like the knights with a cross on the clothes)
- there are many overpowered Npcs around (40 level) even in places where there should be only humble people.
- you are often attacked in cities by bandits

so, what is best?
I can't say. I would use some features of both, but not both mods at the same time.
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N3T4
 
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Post » Tue May 17, 2011 12:40 am

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.


Thanks for the reply. I wasn't having crashes with MCA because of the number of NPC's, I think it had more to do with some script running during battles. It was more of a full system freeze than a crash. Necessitating a full computer restart in order to get control back of my console - well worth avoiding. I didn't have any trouble removing MCA from my load order but I do occasionally miss the NPC's it added in dungeons etc.
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Juan Cerda
 
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Post » Tue May 17, 2011 10:56 am

This mod + Hold It and CoM makes the towns feel very alive. I don't care that you don't see NPCs sitting down or going through doors, with this combination of mods enough is going on in towns to eliminate the static NPCs feeling!

http://i18.photobucket.com/albums/b120/iamerik/MW%20and%20Oblivion/MGEScreenshot18-2.jpg.
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Multi Multi
 
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Post » Tue May 17, 2011 4:54 am

I don't know if this is something that you have already considered or included, but it would be neat to see travellers with companions, such as Khajiit, Argonian, or goblin slaves, pet nix hounds or rats, hired mercenaries, etc. Just a thought ;) I know some people have pack guars, but it would be a neat expansion of that.

Awesome mod, by the way, it takes a cool concept that was previously executed quite poorly, and makes it fantastic.
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Dylan Markese
 
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Post » Tue May 17, 2011 1:18 pm

What I like especially is that it's almost impossible to distinguish your new NPCs from vanilla NPCs. They blend in perfectly, much more than MCA's NPCs.
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luis ortiz
 
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Post » Tue May 17, 2011 8:30 am

Agreed, especially because they only use the default faces and clothes, so they blend seamlessly with whatever head/texture/models you use.
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Lloyd Muldowney
 
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Post » Tue May 17, 2011 4:35 am

The videos make it seem like Vvardenfell is so much more... lively. MCA adds lots of NPCs but they typically just stand in place. I love the idea of patrols and especially the NPC vs NPC combat! Oh, and of Mages porting in and out.... I will have to check the newest version of this out tomorrow.

Thanks!
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Channing
 
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Post » Tue May 17, 2011 7:16 am

Did I mention how much I love this mod? I was walking through Balmora at night, when I saw a suspicious argonian walking through an alley, holding a sack in his hand. After following him for a while, he stopped, and then teleported away!

Amazing mod. Especially with the Hold It add on.
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David Chambers
 
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Post » Tue May 17, 2011 1:58 pm

I've actually been running into A LOT of teleporting mages in Seyda Neen.
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Courtney Foren
 
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Post » Tue May 17, 2011 1:44 pm

This is amazing, now all it needs is some mage vs. mage duels and all my dreams will have come true. Like actual mages, not battlemages or spellswords, and mages who can cast diverse and large spells. That would be a grand sight to behold.
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Toby Green
 
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Post » Tue May 17, 2011 3:57 am

I gave it a quick try.

However there are not Npcs in guilds and shops :(


I hope it's left the way it is regarding the addition of NPCs to Interiors. Otherwise it wouldn't be possible to run MCA and this one together. The interiors in the game are VERY small, with MCA active I was stuck at times (an NPC was standing in my way blocking the pathway) in some shops. When I tried the LCOV (living cities) with MCA interiors (taverns in particular) were unplayable :

It was raining outside, shops were closed I had nowhere else to go, the Fighters Guild guy ordered me to leave at once so I went to Balmora's tavern and what was my surprise when I found something like 20 NPC (at the very least) inside the small place. (FPS dropped to 5 - 6). They're standing silently in the dark (the tavern had no lights maybe due to the plugin lights_300) looking at each others faces. What's was supposed to be a lively tavern turned to a sorta of secret cult organization preparing somekind of a dark ritual or a rogue army plotting to take over the city. :huh:

Besides killing my frames, it felt out of the place and unwanted. I would like to imagine how it would look like if Starfire added NPC to interiors as well. :P
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Ana
 
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Post » Tue May 17, 2011 7:02 am

Now to get back to our mod I have few ideas :

Not sure if it's the appropriate time to post this since the author is 'missing' from a while and already has a filled agenda and lot of planned stuff to implement/fix/correct but still...

Would it be possible to add brigands to this mod ? Yes, true ones not some possessed blood thirsty murderers.

Someone who would rob you and require some gold/items instead of trying to kill you. It would work as the beggar in MCA : He would engage you in dialog and say something like : "Hands up! Money or life". If you give him what he was asking from you you're free to go. I think Bethesda games implemented this in the original games : That aggressive and powerful Nord near Hla Oad.

Now few possibilities to expand the idea :

- Scripts to take off a specific item from your inventory exist, I wonder if it's possible to remove ALL your content (or Gold + random items) and place it in the inventory of the 'semi-hostile' NPC . Some greedy/cruel bandits will eventually take everything from you, including your dignity. :lol: If you're playing a cowardly Nobleman or a non combatant old merchant you'll walk you way to the nearest living place naked like Adam and Eve and carrying your shame with you ! Blame yourself for not taking bodyguards with you or using safe travel ways.
- If you're able to resist it would be a good occasion to teach them a lesson (the last one that would eventually conclude their miserable life).
- If you gave them money/items the most disloyal ones would still attack you despite your docility. If you can't overcome them and manage to escape, you'd have lost some money/items in the process. Really great for roleplaying especially for characters who don't actually kill everything that moves.
- We should have a small party (3 NPCs for example) or Solo ones : the Solo guys should be stronger than the ones in groups and more aggressive/nervous.
- If they spare your life you'll be ordered to leave the place immediately, if you speak again with them their (initially very low) disposition drops and they might attack you.
- They (ideally) should have the flee AI implemented by a very popular combat improvement mod as the Vanilla ones.
- They would only spawn in isolated places (mainly roads). The only reason they would let you live is the fact they're in constant movement living in the wilderness so they shouldn't worry too much about authorities.
- Perhaps some character skills : personality, speechcraft...Could play a 'role' (yet to be defined) in the interaction/dialog with bandits.

I am personally sick of those suicidal brigands we had in MCA /vanilla game. If they want money why they don't simply 'ask' for it like the majority of ancient times bandits ? You'd expect them to attack at sight if they're attacking a well guarded caravan for example but they should be a little more confident if they're dealing with a single NPC. In the game, they talk a LOT about outlaws and how dangerous was the province but the concept wasn't developed at all. :shakehead:

I don't know if everything described above is 'doable' but I've already met those functions in mods (not all of them mixed together and not necessarily for the purpose I am talking about).
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FITTAS
 
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Post » Tue May 17, 2011 3:43 am

? The rogues I had to fight from MCA before asked for money before attacking me. If you got within a certain range of them it would open up a dialogue (similar to the guy near Hla Oaad or however its spelled) and he would ask for your money or your life.
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Philip Lyon
 
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Post » Mon May 16, 2011 11:42 pm

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7970

Would be most awesome to see on wandering NPCs ;)
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Ross Thomas
 
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Post » Tue May 17, 2011 9:04 am

Hello, I love the mod but have had a couple CTDs while testing it out. I was running a mostly minimum mod list so I can't pin them down specifically to this mod or another but I did happen to find this while looking around:

begin StarfireNPCA_teleporteffectfloat timepassedIf (MenuMode==1)	Returnendifif (timepassed=0)	LoopGroup Idle2 1endifSet timepassed to (timepassed + GetSecondsPassed)If (timepassed<2)	returnelseif (timepassed >4)	setdelete 1elseif (timepassed >=2)	disableendifend StarfireNPCA_teleporteffect


I'm not sure if this is an error or just a clever bit of scripting but could the following section of code cause a problem?

if (timepassed=0)
LoopGroup Idle2 1
endif

I'm not very familiar with Morrowind scripting but I don't recall seeing a lot of script code written using an equal operator assignment. I don't know if it would cause a CTD over time or interfere with the script running normally but I thought it best to report it anyway.

Great job on the mod and I hope your future version progress well!
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Kelsey Hall
 
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Post » Tue May 17, 2011 4:12 am

Just found http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8010. :)

Don't know if he has permission, but it looks nice.
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Facebook me
 
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Post » Tue May 17, 2011 3:51 pm

I would like to say that I've been trying your beta of the guards and it works perfectly. :) It looks natural too.

Funny story
I was walking to balmora with my companions and noticed a figure in the fog. I ready my bow and carefully walk towards them. A dark elf in peasants robes comes into view. We talk and I find he must be from the mod. I look around for guards and decide to do away with him for a remark about me not being in the temple or something similar.

Wouldn't you know it, shortly after the battle starts the guards show up! xD Needless to say that me and my companions all died.

I did notice an odd Nord while I was in Balmora though. He had no pants. @.@ Whether its just that he couldn't wear the pants or that he simply did not have pants I couldn't say. I'd post a screenshot but I don't think people really want to see his extra bits. ^^" The name was....Seguri Velvis.

Maybe he is meant to not have pants on? He is a Nord after all..and in Morrowind its not as out of place as it would normally be :P though still out of place.
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Donatus Uwasomba
 
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Post » Mon May 16, 2011 11:43 pm

I did notice an odd Nord while I was in Balmora though. He had no pants. @.@ Whether its just that he couldn't wear the pants or that he simply did not have pants I couldn't say. I'd post a screenshot but I don't think people really want to see his extra bits. ^^" The name was....Seguri Velvis.

Maybe he is meant to not have pants on? He is a Nord after all..and in Morrowind its not as out of place as it would normally be :P though still out of place.

Half naked Warriors/Barbarians has been a reoccurring bug in the mod. Hopefully Starfire comes back soon to continue this project, because it sure is a great addition.
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Jordan Fletcher
 
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Post » Tue May 17, 2011 3:13 am

Half naked Warriors/Barbarians has been a reoccurring bug in the mod. Hopefully Starfire comes back soon to continue this project, because it sure is a great addition.


Well, I did look through the esp, and it seems he does not have any pants or a leveled list of pants in his inventory. He has a leveled list for shirts, so I assume he was supposed to have one for pants as well.
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keri seymour
 
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