Starfire NPC additions

Post » Tue May 17, 2011 3:37 am

=Starfires NPC Additions=

[color="-->Ok so to recap currently I am working on two things. Firstly I am trying to squash any bugs in the main file that has been released on PES so that I can make it into a masterfile and rerelease it. So be sure to report any issues you have found so I can fix them. So far the following bugs have been reported.

Very rarely traders spawn appear without guars and vice versa.
Pluto has reported having some npcs spawning without any armor etc.

I will try my best to get these sorted.[/color]

[color="gold"]-Patrols Addon-[/color]

Secondly I am working on an addon pack for the main file that adds npc patrols, npc vs npc combat and dead bodies to the roads and wilderness. Here are some videos I posted in the in the previous thread to give you an idea of what I mean.

This first video just shows the first Hlaalu patrol as you will see it most days.

http://www.youtube.com/watch?v=UDuKRDz7o1E

This video shows the second Hlaalu patrol that I have added north of Balmora.

http://www.youtube.com/watch?v=PZ8m4DIxmmc

These three videos shows the player coming stumbling into a battle between a group of bandits and the first Hlaalu patrol.

http://www.youtube.com/watch?v=1NHuOOeEq0c
http://www.youtube.com/watch?v=wQy_t_dyTkc
http://www.youtube.com/watch?v=fyO-5g_Xdu0

These two videos show the player finding the second Hlaalu patrol engaged in combat with a Necromancer who fancied himself some guards for undead servants.

http://www.youtube.com/watch?v=pQKA16gLYG0
http://www.youtube.com/watch?v=m2Ix-v9kQjA

NPC vs NPC Fight!!

http://www.youtube.com/watch?v=Ghsg1NkNuyg
http://www.youtube.com/watch?v=t_ZF4HFmUy0
http://www.youtube.com/watch?v=doyxtJ-YXiw
http://www.youtube.com/watch?v=j9_Cif2Bn2E

(Sorry the video quality isn't very good but I think you can still get the idea)

This is an on going process so feel free to post your thoughts, concerns and ideas as they can make a real difference to the final outcome.[/color]

[color="gold"]x Starfire x[/color]
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Lyd
 
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Post » Tue May 17, 2011 5:53 am

I wonder if SF commoners in cities are supposed to attack the PC? In this case it was Dedave Hleran and Miarenus Ieneva in Mournhold. Not sure if this is intended so I thought I'd report it.
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Rude_Bitch_420
 
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Post » Tue May 17, 2011 1:43 pm

I wonder if SF commoners in cities are supposed to attack the PC? In this case it was Dedave Hleran and Miarenus Ieneva in Mournhold. Not sure if this is intended so I thought I'd report it.


No they are not supposed to attack the PC. I noticed this as well which is why the next version will remove the "Wild Commoners" which are causeing this problem.
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Jaylene Brower
 
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Post » Tue May 17, 2011 7:51 am

No they are not supposed to attack the PC. I noticed this as well which is why the next version will remove the "Wild Commoners" which are causeing this problem.

Glad to hear that. I'm all for an addon with hostile NPCs, but having them as part of the base package brings to mind a lot of the complaints with MCA recently. I got jumped by a couple of commoners in Ald'ruhn. Really surprised me as it was totally unprovoked and I wasn't sure if it was a bug. I guessed it was due to your mod, but the NPCs provided no explanation for their attack, something that I think would be necessary when you put them in the Hostile NPC addon. I was left (after killing them) wondering, "what was their problem??"

About the missing armor. I came across a warrior in full plate, missing only his cuirass which I thought was cool, but also wondered, of all the pieces, why would he NOT be wearing a cuirass? Also, his chest was bare, which I thought looked odd with all that other armor. Should they at least be wearing a shirt and pants under their armor?

Congratulations on making it to Thread #2! This has been one of the most exciting mods I have ever followed the progress of. It's great to be here at the beginning of what will surely become a staple of Morrowind mods. Great work!

-Coroth
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casey macmillan
 
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Post » Tue May 17, 2011 10:40 am

Glad to hear that. I'm all for an addon with hostile NPCs, but having them as part of the base package brings to mind a lot of the complaints with MCA recently. I got jumped by a couple of commoners in Ald'ruhn. Really surprised me as it was totally unprovoked and I wasn't sure if it was a bug. I guessed it was due to your mod, but the NPCs provided no explanation for their attack, something that I think would be necessary when you put them in the Hostile NPC addon. I was left (after killing them) wondering, "what was their problem??"

About the missing armor. I came across a warrior in full plate, missing only his cuirass which I thought was cool, but also wondered, of all the pieces, why would he NOT be wearing a cuirass? Also, his chest was bare, which I thought looked odd with all that other armor. Should they at least be wearing a shirt and pants under their armor?

Congratulations on making it to Thread #2! This has been one of the most exciting mods I have ever followed the progress of. It's great to be here at the beginning of what will surely become a staple of Morrowind mods. Great work!

-Coroth


Well in the latest unreleased version of the main file I am running, commoners no longer will attack the player which is good. As for NPC's not wearing armor I havn't looked into it yet as I have been busy with the patrols addon but I am sure my leveled items lists just need some minor changes in order to sort it out. The only npc class I wanted to spawn now and then with a bare chest is the barbarian... the thinking being that barbarians value bravery, strength and skill and as such would fight bare chested to show that they are both brave and skillfull enough that a curiass isn't needed. :) I can't believe its on a second thread already (tho to be fair I account for about half the posts) seems like only last week I was posting the first thread to see if anyone was even interested.
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Jennifer Rose
 
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Post » Tue May 17, 2011 2:54 am

I had this hostile NPC problem, too. While poor little me was walking down the street in Balmora, five big meanies attacked me all at the same time. I barely escaped only thanks to my fast feet and acrobatic virtuosity. There was another incident some time later; only this time I was quicker and better. I personally don't mind that - these things just makes my day, however if others dislike that you should remove it. We have MCA for ?ber-Pumped superheroes.
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Anna Krzyzanowska
 
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Post » Tue May 17, 2011 6:58 am

I had a bit of weirdness going on with an npc- I was playing a vampire with Vampire Embrace and Vampiric Hunger on, and I went strolling through Sadrith Mora when a Telvanni Guard (I used TFH to verify that it came from the mod) yelled at me and started running. I shot him, which caused him to make me pay a 40 gold fine... and then keep attacking me. I offed him, then resurected him with the console, and he seemed perfectly happy to walk around and ignore me. Not sure what exactly is going on there, but the other NPCs don't have any problem with me running around.
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Star Dunkels Macmillan
 
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Post » Tue May 17, 2011 3:34 am

I had a bit of weirdness going on with an npc- I was playing a vampire with Vampire Embrace and Vampiric Hunger on, and I went strolling through Sadrith Mora when a Telvanni Guard (I used TFH to verify that it came from the mod) yelled at me and started running. I shot him, which caused him to make me pay a 40 gold fine... and then keep attacking me. I offed him, then resurected him with the console, and he seemed perfectly happy to walk around and ignore me. Not sure what exactly is going on there, but the other NPCs don't have any problem with me running around.


That is odd because my mod doesn't add any telvanni guards... only Hlaalu atm. So I don't see how my mod could be the cause of this.
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Juan Cerda
 
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Post » Tue May 17, 2011 3:07 pm

hehe funny you should mention that seeing as when I thinking ideas up for commoners I had the thought that your "hold it" mod would be perfect in adding abit more variety and clarity to what class an NPC is without having to ask them. You are more than welcome to release an addon... infact I encourage it :) Also my current plans for the next version include many more commoner job classes such as... cleaner, fisherman, miner etc which your "hold it" mod could really bring to life.



As promised I've been working on a http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7474 for this mod.

When appropriate, npcs will have a 50% chance of spawning with a 'hold it' item with between 1 to 5 different items to choose from. I have created my own leveled lists so as to not interfere with the regular loot of the npcs.

I've also tweaked the values of the said items: they are worth 1g, the shield items have quite a high def but only 1 health. The 'lantern' items have also been modified so that they don't project light anymore (a glowing apple pie did seem a little suspicious...)

Not sure I ever made a REL thread for HOLD IT, I'll update it or create it right away to add more details about the addons (alos made an MCA and NOM addon while I was at it ;) )


EDIT:
So it turns out I never made a RELz thread for HOLD IT so I made one http://www.gamesas.com/bgsforums/index.php?showtopic=1034740.
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Mimi BC
 
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Post » Tue May 17, 2011 5:40 am

snip

I just had a really fun experience with HOLD IT + NPC additions

I walked up to this girl who was holding an hourglass, it just looked weird to me at the time and before initiating convo she tells me:
"My time is precious so make it quick."

That really cracked me up =)
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Brittany Abner
 
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Post » Tue May 17, 2011 2:17 pm

I just had a really fun experience with HOLD IT + NPC additions

I walked up to this girl who was holding an hourglass, it just looked weird to me at the time and before initiating convo she tells me:
"My time is precious so make it quick."

That really cracked me up =)


LOL!
Just how fast are you ? I've barely just written the relz thread!
Anyway, the only SF npcs who might have an hourglass are travelling merchants and noble, and from the vanilla npcs, the caravaners and shipmasters.
Clearly the noblewoman (i guess) you spoke with must be a debutante with a very tight social schedule ;) unless she was a councilwoman running late for a , err, council!
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saharen beauty
 
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Post » Tue May 17, 2011 5:02 am

LOL!
Just how fast are you ? I've barely just written the relz thread!
Anyway, the only SF npcs who might have an hourglass are travelling merchants and noble, and from the vanilla npcs, the caravaners and shipmasters.
Clearly the noblewoman (i guess) you spoke with must be a debutante with a very tight social schedule ;) unless she was a councilwoman running late for a , err, council!

Heh...
It's all a combination of fast internet, automatic updates, and having nothing to do & also a nice game setup with clean saves to try out most many things.
I think it was most certainly a noblewoman, she gave that impression graphically. So yeah, a very tight social schedule sounds about right. Still, it's very ambitious of her, carrying that hourglass around =)
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barbara belmonte
 
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Post » Tue May 17, 2011 12:18 am

As promised I've been working on a http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7474 for this mod.

When appropriate, npcs will have a 50% chance of spawning with a 'hold it' item with between 1 to 5 different items to choose from. I have created my own leveled lists so as to not interfere with the regular loot of the npcs.

I've also tweaked the values of the said items: they are worth 1g, the shield items have quite a high def but only 1 health. The 'lantern' items have also been modified so that they don't project light anymore (a glowing apple pie did seem a little suspicious...)

Not sure I ever made a REL thread for HOLD IT, I'll update it or create it right away to add more details about the addons (alos made an MCA and NOM addon while I was at it ;) )


Wow I love it! I just had a little test and I have to say it really adds a whole new level to my mod. I was walking through Balmora and I saw an npc holding a rolling pin who was a cook and a scout holding a spyglass. It's brilliant the npc additions make so much more sense when you can tell what class they are just via hints from what they are holding. I am also loving the occasional npc holding a bottle of drink.... Whenever I see one I start thinking "hmm I bet this one is a drunk" :) Thank you for making the addon it is stunning and I can't wait to play test is some more! Oh and on another note I think your addon has helped me solve the mystery of the attacking npcs. I got some error messages saying it couldn't find my commoner attack script on the fisherman... well the error messages make sense seeing as I have deleted everything to do with the wild commoners on my current unreleased main file... the fact that it was trying to find the script on the fisherman suggests I messed up and gave them the attack scripts which would cause the fisherman to randomly spawn npcs which would then attack the player... So thats one mystery solved thanks to your addon :D
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Lou
 
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Post » Tue May 17, 2011 2:09 pm

Wow I love it! I just had a little test and I have to say it really adds a whole new level to my mod. I was walking through Balmora and I saw an npc holding a rolling pin who was a cook and a scout holding a spyglass. It's brilliant the npc additions make so much more sense when you can tell what class they are just via hints from what they are holding. I am also loving the occasional npc holding a bottle of drink.... Whenever I see one I start thinking "hmm I bet this one is a drunk" :) Thank you for making the addon it is stunning and I can't wait to play test is some more! Oh and on another note I think your addon has helped me solve the mystery of the attacking npcs. I got some error messages saying it couldn't find my commoner attack script on the fisherman... well the error messages make sense seeing as I have deleted everything to do with the wild commoners on my current unreleased main file... the fact that it was trying to find the script on the fisherman suggests I messed up and gave them the attack scripts which would cause the fisherman to randomly spawn npcs which would then attack the player... So thats one mystery solved thanks to your addon :D


Glad I helped you even if it was unknowingly :) and very glad you like what I've done so far!

Actually it would be nice to have some drunkards from time to time, without the forcegreet they had in MCA. To have them just walk, or rather stumble holding a bottle would be nice.
Will you include the herders in a future release? (with a cute, smaller than normal guar), they would be a nice addition to the wilderness areas :)
Are sneaking thieves still planned for a future release?
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Alessandra Botham
 
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Post » Tue May 17, 2011 2:20 am

Glad I helped you even if it was unknowingly :) and very glad you like what I've done so far!

Actually it would be nice to have some drunkards from time to time, without the forcegreet they had in MCA. To have them just walk, or rather stumble holding a bottle would be nice.
Will you include the herders in a future release? (with a cute, smaller than normal guar), they would be a nice addition to the wilderness areas :)
Are sneaking thieves still planned for a future release?


Herders with little baby guars sounds like too much of a good idea to ever pass up. I think I will add herders into the patrol addon seeing as I think it would be nice to path grid bits of the wilderness and have them wander around abit followed by a few guars... they could even fend off a poacher now and then :) This addon may take a while seeing as there is alot to implement. I could add drunks tho I am not sure how to go about implementing the animation. Also sneaking thieves will indeed be implemented into the main file tho I am not planning to release the next update to the main file which I plan to release along side the patrols addon. Btw in the meantime if you want to stop the commoners from attacking you in towns there is an easy fix. Open up the SF with my mod as active file. Then find all the npc's called SF_fisherman (there are 20 of them) and change their scripts to the script called StarfireNPCA_Day. Now you will no longer get attacked in towns.

Oh and Danae I was just doing some more testing of my new addon pack with your hold it mod running along side it and I saw the coolest thing ever. A mage teleported into Balmora holding a glass staff... It looked brilliant!
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mimi_lys
 
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Post » Tue May 17, 2011 12:13 pm

Herders with little baby guars sounds like too much of a good idea to ever pass up. I think I will add herders into the patrol addon seeing as I think it would be nice to path grid bits of the wilderness and have them wander around abit followed by a few guars... they could even fend off a poacher now and then :) This addon may take a while seeing as there is alot to implement. I could add drunks tho I am not sure how to go about implementing the animation. Also sneaking thieves will indeed be implemented into the main file tho I am not planning to release the next update to the main file which I plan to release along side the patrols addon. Btw in the meantime if you want to stop the commoners from attacking you in towns there is an easy fix. Open up the SF with my mod as active file. Then find all the npc's called SF_fisherman (there are 20 of them) and change their scripts to the script called StarfireNPCA_Day. Now you will no longer get attacked in towns.

Oh and Danae I was just doing some more testing of my new addon pack with your hold it mod running along side it and I saw the coolest thing ever. A mage teleported into Balmora holding a glass staff... It looked brilliant!


All right, I have changed the fishermem script and reuploaded on PES so your friendly fishermen won't turn into frenzied killers :gun: when the hold it addon is activited ;)

I'm glad you like the herder/guar idea and fending off poachers is a neat addition.
I have yet to meet a teleporting mage, can't wait!

I'm very much looking forward to the next release! What was meant to be a minimalist version of MCA is turning out to be a lot more than that :clap:
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Sammygirl500
 
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Post » Mon May 16, 2011 11:32 pm

Cool mod! I just got a bit freaked by a mage teleporting into Balmora... wasn't expecting that. I've also seen a few warriors in full armor but no chestplates, thought that was a bit odd. Haven't been attacked by any commoners or fishermen tho :hehe: A nice addition alongside MCA.
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lillian luna
 
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Post » Tue May 17, 2011 11:42 am

I'm curious, how are people trying out the beta version of this mod? Is StarFire sending it to them via PM? Because I've yet to see a download link for the beta version.
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Leah
 
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Post » Tue May 17, 2011 4:26 am

I'm curious, how are people trying out the beta version of this mod? Is StarFire sending it to them via PM? Because I've yet to see a download link for the beta version.


Well it depends on what you mean. So far I have released the main file on PES which adds all sorts of npcs to the game including the teleporting mages and traders. But no one has seen/gotten to play any of the stuff shown in the videos in the OP of this thread, as it is part of the addon pack I am making to go along side the main file. So atm only the main file is available to download but hopefully in a few weeks I will release the addon pack which adds a whole lot of new stuff (patrols, npc vs npc combat, herders etc) aswell as an update for the main file which fixes some of the bugs found in the current 1.11 version.

Btw: I have checked the construction set and have found no reason why the warriors would not have their curiass equiped. So I need your help, next time you see a warrior without a curiass can you firstly ask the npc their backgriund to check they are not a barbarian and are infact a warrior. If they are a warrior without a curiass then could you please make a note of their name/race and post it here so I can look into it and fix whatever the problem might be.
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Roberto Gaeta
 
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Post » Tue May 17, 2011 8:28 am

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Johanna Van Drunick
 
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Post » Tue May 17, 2011 12:51 pm

Every time I'm walking through town now and I hear a spell going off, I have to stop and look around, trying to find the mage teleporting in. I love it! Can't wait to add the Hold It items. Should I wait for your next release or will it work with the next version?
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zoe
 
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Post » Tue May 17, 2011 2:59 pm

Every time I'm walking through town now and I hear a spell going off, I have to stop and look around, trying to find the mage teleporting in. I love it! Can't wait to add the Hold It items. Should I wait for your next release or will it work with the next version?


I've made the Hold it addon with the lastest version Starfire has released (1.11 I think) and firmly intent to keep up to speed with her next releases so there's not need to wait ;)
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Latino HeaT
 
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Post » Tue May 17, 2011 3:56 am

I've made the Hold it addon with the lastest version Starfire has released (1.11 I think) and firmly intent to keep up to speed with her next releases so there's not need to wait ;)


Also I would recommend downloading Danaes hold it addon not only because it is brilliant but also because it contains a temporary patch to the problem of random commoners attacking you in settlements.

Just a progress report for you of sorts. I havn't had alot of time to work on this the last few days but so far I have working patrols for all the Hlaalu, imperial and temple controled areas. So I need to add the redoran and telvani patrols now before I move onto adding more random npc vs npc fights and the dead bodies. I will probally release a beta version when I have all the patrols in so people can try out the mod and do some bug testing.
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Dalia
 
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Post » Tue May 17, 2011 10:26 am

So far everything has been great!

I have just one more idea :P

What if you use some clothing from different mods like Clothiers of Vvardenfell to spruce things up a bit?
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Adam Porter
 
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Post » Tue May 17, 2011 6:53 am

So far everything has been great!

I have just one more idea :P

What if you use some clothing from different mods like Clothiers of Vvardenfell to spruce things up a bit?


:) I currently run a few addons of my own that add community made armor to my npcs (such as jeremys armor and dresses from Hilga the seemstress) At the moment however I am busy working on the patrols addon for my mod. Perhaps when I am finished with that I will look at getting the permission from certain modders to use their stuff in some addon packs. In the mean time, I welcome anyone to create their own addon packs for my mod that add community made stuff to the npc's leveled lists.
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koumba
 
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