[RELZ] Starfire NPC Additions

Post » Fri May 27, 2011 8:39 pm

Some brilliant ideas here. I will be sure to use them when I get around to making npcs who will fight each other. Do you mind if I add them to the main post for reference?

Sure! Another couple of possibilities I thought of (just finally B) ):

Reavers vs Guard patrols > (Solstheim) Self explanatory I guess. Guard patrols actually doing something about the Reavers, when they come ashore.

Smugglers (or Camonna Tong) vs Guard Patrols > Similar to the above, except Vvardenfell coast. Guard patrols ambushing smugglers, the CT trying to protect their interests.

House Militia vs Imperial Guards (or each other) > Since territorial disputes get mentioned a lot in game, you might see (for example) House Redoran Militia ? that is, well armed House Redoran acting "unofficially" ? attacking Imperial or Hlaalu interests, for example, in the vicinity of the Caldera Mining Co.

>>>>>>>>>>>>
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Irmacuba
 
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Post » Fri May 27, 2011 11:14 am

Sure! Another couple of possibilities I thought of (just finally B) ):

Reavers vs Guard patrols > (Solstheim) Self explanatory I guess. Guard patrols actually doing something about the Reavers, when they come ashore.

Smugglers (or Camonna Tong) vs Guard Patrols > Similar to the above, except Vvardenfell coast. Guard patrols ambushing smugglers, the CT trying to protect their interests.

House Militia vs Imperial Guards (or each other) > Since territorial disputes get mentioned a lot in game, you might see (for example) House Redoran Militia ? that is, well armed House Redoran acting "unofficially" ? attacking Imperial or Hlaalu interests, for example, in the vicinity of the Caldera Mining Co.

>>>>>>>>>>>>


Good stuff :goodjob: . I like the idea of making an addon that introduces patrols from the various factions.... this would be a good base to build onto and then script the fights from.
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Adam Baumgartner
 
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Post » Fri May 27, 2011 5:43 pm

Progress Report: Ok so I have now finished createing alot of the new classes which are;

Alchemist
Butcher
Cook
Scribe
Tailor
Fisherman
Egg Miner

Bard
Witchhunter
Sorcerer
Monk
Crusader
Agent
Mage (teleport)

I am now in the process of adding them to all the various settlements and balancing :)

when I am done with this I may release it as update 1.1 onto planet elder scrolls or I may wait and try to implement the Acrobat class sneaking on rooftops/ some fighting npcs before I release. I havn't decided yet :D
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Hot
 
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Post » Fri May 27, 2011 1:55 pm

I'm playing with this and I really like it. It's nice to have a few more NPCs so the towns aren't so empty, and it works fine on my aging PC.
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Vicki Gunn
 
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Post » Fri May 27, 2011 7:36 pm

Awesomesauce. This is great!
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matt white
 
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Post » Fri May 27, 2011 6:02 pm

Well, this helped spark my interest in Morrowind again :) :goodjob:! Can't wait for next release.
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stevie critchley
 
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Post » Fri May 27, 2011 8:56 pm

Progress Report: Ok so I have now finished createing alot of the new classes which are;

Alchemist
Butcher
Cook
Scribe
Tailor
Fisherman
Egg Miner

Bard
Witchhunter
Sorcerer
Monk
Crusader
Agent
Mage (teleport)

I am now in the process of adding them to all the various settlements and balancing :)

when I am done with this I may release it as update 1.1 onto planet elder scrolls or I may wait and try to implement the Acrobat class sneaking on rooftops/ some fighting npcs before I release. I havn't decided yet :D

Sounds good! Should add a lot more believability & diversity to the game I think.

Just one thing, what do you mean by "Crusaders"? I spent ages trying to figure out how to remove the Crusaders from MCA because they felt so out of place (I ended up changing all the leveled list Crusaders to Maran Knights, and the placed MCA Crusaders to Knights of Arkay, which took ages to figure out how to do :wacko:)

Anyway, just curious. Great mod anyway & really impressive to see how you're progressing with this. B)
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Cat Haines
 
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Post » Fri May 27, 2011 12:10 pm

Sounds good! Should add a lot more believability & diversity to the game I think.

Just one thing, what do you mean by "Crusaders"? I spent ages trying to figure out how to remove the Crusaders from MCA because they felt so out of place (I ended up changing all the leveled list Crusaders to Maran Knights, and the placed MCA Crusaders to Knights of Arkay, which took ages to figure out how to do :wacko:)

Anyway, just curious. Great mod anyway & really impressive to see how you're progressing with this. B)


very good question :D by crusaders I mean....

* In-game Description: Any heavily armored warrior with spellcasting powers and a good cause may call himself a Crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.
* Specialization: Combat
* Attributes: Agility, Strength

* Major Skills:

Blunt Weapon
Long Blade
Destruction
Heavy Armor
Block

* Minor Skills:

Restoration
Armorer
Hand-to-hand
Medium Armor
Alchemy

So based on this I have made crusaders that spawn with blunt weapons/long blades that can spawn in nearly full sets of armor (steel, iron, bonemold and orcish) and very rarely with a robe covering their armor (to give the impression that they enjoy their magic as well). My hope is they feel lore correct and nothing like historical christian crusaders (these are morrowind crusaders after all :D)

Cheers for the comments MantaStyle_89, Carth and Talia_Kirana. Look out for the next update soon because I think I will release it shortly, that way it gives me some time to work on all my other more complicated plans for this mod while you still get to enjoy the new teleport scripts and classes.
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Brandi Norton
 
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Post » Fri May 27, 2011 9:32 am

The mages teleporting looks amazing!!! Awesome idea Starfire. And very well executed I might add :)
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Jose ordaz
 
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Post » Fri May 27, 2011 9:26 am

The mages teleporting looks amazing!!! Awesome idea Starfire. And very well executed I might add :)


Cheers tho it wasn't my idea. It was Pluto's idea

I really like the sneaking thief idea.
Maybe you could do something for Mages too.
You could Enable them in a puff of smoke, so that it looks like they just teleported in from another town.
And you could use, if ( GetDistance, Player = 300 ) so that it happens when you're nearby and get to see it.

Anyways, your mod is sounding good, I think I'll have to download :)


so all credit for that should go to him. Plus both Pluto and Knef (I used Knefs script as a base for my script) helped me out by sending me scripts and letting me bother them with questions :D
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vicki kitterman
 
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Post » Fri May 27, 2011 8:37 pm

It's update time again. Version 1.1 is now up on PES for http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7749

Hope you like this new version which should add abit more spice and variety to the game with the addition of the following...

1.1 -- Adds....

witchhunter
bard
crusader
sorcerer
agent
monk
fisherman
egg miner
tailor
butcher
cook
scribe
alchemist

-- teleporting mages - mages that teleport into settlements, go about their business and then later
teleport out again.
-- New scripting on the npcs so you will never see them just vanish, instead you may catch them
casting recall and heading off to adventures elsewhere (see main post for vids)
-- many of the spawn percentages have been reworked to prevent overcrowding due to the new classes
that have been added.
-- Removed a npc spawn point near fargoth so he can get to his secret hideout without getting blocked.
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Jonathan Egan
 
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Post » Fri May 27, 2011 6:12 pm

Woot, grabbing the update now!
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Laura Cartwright
 
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Post » Fri May 27, 2011 7:38 am

very good question :D by crusaders I mean....

* In-game Description: Any heavily armored warrior with spellcasting powers and a good cause may call himself a Crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.
* Specialization: Combat
* Attributes: Agility, Strength [...]


So based on this I have made crusaders that spawn with blunt weapons/long blades that can spawn in nearly full sets of armor (steel, iron, bonemold and orcish) and very rarely with a robe covering their armor (to give the impression that they enjoy their magic as well). My hope is they feel lore correct and nothing like historical christian crusaders (these are morrowind crusaders after all :D)

Ahh okay, that makes sense ... I guess I just tripped up on the word "Crusader" then. :whistle:

Btw, congrats on the new release... http://www.youtube.com/watch?v=m07lF4rC5Cg (Mage teleporting) looks simply superb ... :goodjob:
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Myles
 
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Post » Fri May 27, 2011 1:02 pm

Ahh okay, that makes sense ... I guess I just tripped up on the word "Crusader" then. :whistle:

Btw, congrats on the new release... http://www.youtube.com/watch?v=m07lF4rC5Cg (Mage teleporting) looks simply superb ... :goodjob:


Lol cheers. If you think it looks good on video you should see it in game. I keep jumping on the rare occasion a mage teleports in even tho I am suposed to know where they can spawn lol :D
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Ebony Lawson
 
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Post » Fri May 27, 2011 1:06 pm

I have a request. I have stopped using MCA for a variety of reasons. First off it had issues with too many bandits and a variety of other reasons.

I was really reluctant to due to the fact that it was compatible with Clothiers of Vvardenfall and a lot of the NPC's looked great. I was wondering (if you had time) if you could create a patch for you mod that
worked with Clothiers of Vvardenfall so sometimes they would spawn with the really cool clothes in there.

I don't know if this is outside the scope of this mod but it's just a request.

Thanks again for all you've done so far I love the mod.
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Love iz not
 
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Post » Fri May 27, 2011 5:27 am

With all these new classes, what if you add Antare's animations to them? Like for the alchemists and other classes to make the world seem alive.
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Cameron Garrod
 
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Post » Fri May 27, 2011 6:05 am

With all these new classes, what if you add Antare's animations to them? Like for the alchemists and other classes to make the world seem alive.


That would make only a physics engine to be desired when Morrowind is compared with Oblivion, in terms of technology.
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Tha King o Geekz
 
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Post » Fri May 27, 2011 2:47 pm

-- Removed a npc spawn point near fargoth so he can get to his secret hideout without getting blocked.


Hehehe, so you did that? :)

Actually I went back to take a look at Fargoth yesterday and tried not to look at the fighting boys (from CoM) who were there again. They vanished out of sight as they're supposed to, but place was still a bit crouded. Anyway, no NPCs got stucked this time and Fargoth made his ridiculous sneaking in front of everybody that was around. He got to his hideout this time.

Still couldn't check the upgrades (being checking the forums only at work hours). :( But I noticed something odd earlier today with merchants, which I believe you've already fixed. I'll update and pay attention again and give some feedback later.
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ashleigh bryden
 
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Post » Fri May 27, 2011 7:44 pm

I have a request. I have stopped using MCA for a variety of reasons. First off it had issues with too many bandits and a variety of other reasons.

I was really reluctant to due to the fact that it was compatible with Clothiers of Vvardenfall and a lot of the NPC's looked great. I was wondering (if you had time) if you could create a patch for you mod that
worked with Clothiers of Vvardenfall so sometimes they would spawn with the really cool clothes in there.

I don't know if this is outside the scope of this mod but it's just a request.

Thanks again for all you've done so far I love the mod.


I could make an addon that does this and it wouldn't take much time. However the issue would be that I am not sure I can get permission to use those clothes from COV seeing as I have never spoken to the makers of CoV and also I believe they have left modding (unfortunatly) If I could get permission to use the clothes to make an addon then I would happily make you an addon. Another thing is I am quite warey of making certain clothing/armor/weapon addons as I feel it might be stepping on MCA's toes.

With all these new classes, what if you add Antare's animations to them? Like for the alchemists and other classes to make the world seem alive.


I havn't spoken to Antare about this but I think he probally wants to release his own mod that adds npcs with the new animations. However if Antare would like his animations to appear on some of my npcs I would love it... between that and danae possibly adding her hold it items to my npcs it could really be something special.

Hehehe, so you did that? :)

Actually I went back to take a look at Fargoth yesterday and tried not to look at the fighting boys (from CoM) who were there again. They vanished out of sight as they're supposed to, but place was still a bit crouded. Anyway, no NPCs got stucked this time and Fargoth made his ridiculous sneaking in front of everybody that was around. He got to his hideout this time.

Still couldn't check the upgrades (being checking the forums only at work hours). :( But I noticed something odd earlier today with merchants, which I believe you've already fixed. I'll update and pay attention again and give some feedback later.


Yeh I removed the npc that spawns near the pool so hopefully that will help things from my mods end :) Also I can promise you that any issues and oddness with the traders are now completely sorted with the new scripts in version 1.1.

@everyone... cheers for all the feedback guys :D keep all the suggestions, thoughts, feedback etc flooding in I find it all really helpfull.
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Victoria Bartel
 
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Post » Fri May 27, 2011 5:41 am

Downloaded, and I am enjoying it.
You did a good job on NPC placement, I loved the skooma dealer in Balmora at night. And the teleportation looks perfect!

The additional NPCs barely drain my FPS, (even on my laptop) which is very nice too.

One question, I see a Nord in Balmora with no pants. Is that on purpose, or am I getting a glitch? I have nvde BB, so it's very noticeable. :P That's not a complaint though, I'm just wondering what his story is? lol
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Isabella X
 
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Post » Fri May 27, 2011 5:25 am

Downloaded, and I am enjoying it.
You did a good job on NPC placement, I loved the skooma dealer in Balmora at night. And the teleportation looks perfect!

The additional NPCs barely drain my FPS, (even on my laptop) which is very nice too.

One question, I see a Nord in Balmora with no pants. Is that on purpose, or am I getting a glitch? I have nvde BB, so it's very noticeable. :P That's not a complaint though, I'm just wondering what his story is? lol


That would be a glitch. What class is the nord? If it is barbarian then I think I may know know what the problem is. Sry about that.
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Ross
 
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Post » Fri May 27, 2011 8:57 am

That would be a glitch. What class is the nord? If it is barbarian then I think I may know know what the problem is. Sry about that.

He had mostly Orc armor on, except greaves. Sorry, I should have grabbed his name for you.
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Kayleigh Williams
 
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Post » Fri May 27, 2011 8:14 pm

He had mostly Orc armor on, except greaves. Sorry, I should have grabbed his name for you.


Its np I will look into it and try and fix the problem. If you see another npc with no pants on let me know the name and class and I will upload a patch onto PES. I think the problem is caused by npcs having a high unarmored skill that means they will reject certain armor due to bonuses.
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Gill Mackin
 
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Post » Fri May 27, 2011 9:01 am

Its np I will look into it and try and fix the problem. If you see another npc with no pants on let me know the name and class and I will upload a patch onto PES. I think the problem is caused by npcs having a high unarmored skill that means they will reject certain armor due to bonuses.

I just jumped in-game. His name is Kolfhe, Warrior.
But this time he was in full armour (orc and steel I think)

This was just on my laptop, with very limited memory and MW capabilities, so it might just have been on my end. If I see this on my PC though, I'll let you know.
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Pixie
 
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Post » Fri May 27, 2011 2:29 pm

I just jumped in-game. His name is Kolfhe, Warrior.
But this time he was in full armour (orc and steel I think)

This was just on my laptop, with very limited memory and MW capabilities, so it might just have been on my end. If I see this on my PC though, I'll let you know.


Was this warrior wearing no pants when you jumped back into the game?
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Kill Bill
 
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