[RELZ] Starfire NPC Additions

Post » Fri May 27, 2011 2:48 pm

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

He was fully clothed... well, fully armoured.
And I only noticed it with him so far, everyone else appeared fully dressed at all times.

Are their stats randomized? Maybe he didn't have high enough Med Armor sometimes to wear the greaves he was carrying?
Maybe give him pants too for when he doesn't feel like gearing-up. :P
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Brian LeHury
 
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Post » Fri May 27, 2011 7:15 pm

He was fully clothed... well, fully armoured.
And I only noticed it with him so far, everyone else appeared fully dressed at all times.

Are their stats randomized? Maybe he didn't have high enough Med Armor sometimes to wear the greaves he was carrying?
Maybe give him pants too for when he doesn't feel like gearing-up. :P


I think the warrior when you jumped back into the game was a different spawn... I have discovered that the barbarians have a far to high unarmored skill which means they won't equip all the armor types they can wear (hense the nakedness) I am in the process of fixing it and will post a new esp on PES shortly thus sorting out the barbarians rude behaviour :D

EDIT: ok the new esp version 1.11 is now up with the barbarian fix and a minor change to the miners aswel.
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SaVino GοΜ
 
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Post » Fri May 27, 2011 1:53 pm

Is this compatible with mca 5.2?
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Brιonα Renae
 
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Post » Fri May 27, 2011 5:08 pm

Is this compatible with mca 5.2?

I believe she mentioned earlier that it was with a glitch on the fargoth quest :)
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Casey
 
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Post » Fri May 27, 2011 9:57 am

I believe she mentioned earlier that it was with a glitch on the fargoth quest :)


This is a problem with MCA. You may end up with too many NPCs for Fargoth
Spoiler
to put his ring in the tree trunk
.
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Portions
 
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Post » Fri May 27, 2011 1:10 pm

Is this compatible with mca 5.2?


So yes it is compatible :)

edit: Hmm i can't believe it I have found another silly mistake I made... I accidently put ashlander shirts into the egg miners leveled shirt list so they might spawn with one on. Hmm is it worth me updating the esp on PES again or not? I think I will do some more play testing seeing as lots of small things keep seeming to pop up :D
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CHangohh BOyy
 
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Post » Fri May 27, 2011 10:22 am

Congrats on the release. Can't wait to try it.
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Nikki Hype
 
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Post » Fri May 27, 2011 5:34 am

Hi starfire,

do you have any plans on making a Bloodmoon addon? It would be great for those who play a werewolf on solstheim to hunt down non-essential NPC's :D
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Manny(BAKE)
 
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Post » Fri May 27, 2011 1:39 pm

Hi starfire,

do you have any plans on making a Bloodmoon addon? It would be great for those who play a werewolf on solstheim to hunt down non-essential NPC's :D


Yup I do indeed but i really need to play abit more of bloodmoon to get a feel for how and where the npcs should be added. I hate to admit it but I have never completed the bloodmoon main quest :o

Congrats on the release. Can't wait to try it.


Thanks. I hope you like it.
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*Chloe*
 
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Post » Fri May 27, 2011 6:39 am

I'm sorry if I haven't done my research, but is this compatible with Vampire Embrace, ie if I recruit one of the modded npcs, they won't randomly disappear on me?
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Danny Blight
 
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Post » Fri May 27, 2011 1:36 pm

Gratz on the most recent release =)

I remember talk about making creatures/npcs fight each other, any work on that? It would be awesome to see a telvanni Vs mage guild battle take place at some points. Just one of many encounters that could be really cool.

Thanks for your hard work.
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XPidgex Jefferson
 
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Post » Fri May 27, 2011 1:38 pm

I'm sorry if I haven't done my research, but is this compatible with Vampire Embrace, ie if I recruit one of the modded npcs, they won't randomly disappear on me?


I have plans for a patch soon thats makes it compatible with embrace. Atm the npcs are scripted so that they won't dissapear when in follow mode but if you leave them anywhere chances are they will vanish on you. Don't worry tho it is very much on my radar.

Gratz on the most recent release =)

I remember talk about making creatures/npcs fight each other, any work on that? It would be awesome to see a telvanni Vs mage guild battle take place at some points. Just one of many encounters that could be really cool.

Thanks for your hard work.


No problem it has been a pleasure. :) This is what I am currently working on. I have spent most of today looking at scripts which use the AIFollow and StartCombat functions from various mods and I have also been learning all about pathgridding (tho the guides are rather limited which I have found so far). I am sure I can get faction patrols/battles working, tho it may take me some time :D On the main post there is a list of ideas so far for npc vs npc fights. Feel free to post any you can think of and I will try and implement them.

edit: I also have found a cool map that shows the territory borders of all the factions in morrowind. I am going to use it as a base for planning where the scripted patrols and fights will take place.
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Kara Payne
 
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Post » Fri May 27, 2011 8:12 pm

I really love how this mod is turning out, great work!
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Devils Cheek
 
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Post » Fri May 27, 2011 12:45 pm

If I want to add my own NPCs just to add more diversity to this mod, can I do it? Is it like how in MCA you could add an NPC but you need to include a certain script, etc...? This is just for my playing purposes; I don't intend to release it publicly.


EDIT: Whoa! I was walking through Seyda Neen when suddenly I see this girl magically appear from teleporting! Horuscia is her name. Man, that is incredible that you were able to implement that into the mod. I can't wait for the next updated release of it, StarFire. You're the man!

http://img196.imageshack.us/img196/4442/screenshot0a.jpg
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Jinx Sykes
 
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Post » Fri May 27, 2011 1:41 pm

If I want to add my own NPCs just to add more diversity to this mod, can I do it? Is it like how in MCA you could add an NPC but you need to include a certain script, etc...? This is just for my playing purposes; I don't intend to release it publicly.


EDIT: Whoa! I was walking through Seyda Neen when suddenly I see this girl magically appear from teleporting! Horuscia is her name. Man, that is incredible that you were able to implement that into the mod. I can't wait for the next updated release of it, StarFire. You're the man!

http://img196.imageshack.us/img196/4442/screenshot0a.jpg


Sure you can add your own npcs. Just make you npc and add the script StarfireNPCA_Day if you want the npc to appear in the day... or StarfireNPCA_nighttime if you want them to appear at night. Then open the leveled creatures tab and scroll down to the ID's that start with SF_...... If you add your npc to any of your lists it will appear randomly in game, add as many as you like.

Ah cool glad you like the teleporting mages. :twirl:
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Dona BlackHeart
 
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Post » Fri May 27, 2011 4:50 pm

A mini progress report. For the next update I want to add various patrols to the roads some of which who are scripted to fight with rival patrols or npcs based on territorial borders (more info in the OP). I also want to add the sneaking theives pathgridded to rooftops and I might add archers/marksman who are practiceing by fireing arrows at straw dummys (like the children in CoM).

This may well be alot of work and I am currently learning alot about path gridding and various functions that are new to me (a big thanks to Adul who has been a great help so far). I thought I would post a couple of videos of what I have managed so far.

http://www.youtube.com/watch?v=Q2hx4csKQwU

http://www.youtube.com/watch?v=n9Wi6hTVG2Y

I know it is nothing that hasn't been seen before in many many mods, but I am proud of it and it's a start :D watch this space because I am about to try making another patrol and getting them to fight each other which if it works I will add a video of... then if that works I will try scripting some mages teleporting in and attacking the patrol and film that.
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Lance Vannortwick
 
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Post » Fri May 27, 2011 3:30 pm

That turned out very nice and atmospheric, Starfire. I haven't gotten around to trying this mod yet, though I definitely want to. MCA wasn't my cup of tea because of a lot of NPCs seemed to be standing out from Morrowind too much. NPC Additions seems to be a very cool alternative though.

It would be fun if these patrols had different kinds of troops in them. Like Hlaalu patrols could sometimes contain illusionist or marksman troops, in Telvanni patrols you would have a certain chance to encounter summoner or battlemage troops, etc.

Or imagine some Telvanni troops who seem rather harmless at first but as soon as the fight starts they summon a whole suit of Bound Armor and a Bound Battleaxe. :blink:
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Alex Vincent
 
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Post » Fri May 27, 2011 7:27 pm

That turned out very nice and atmospheric, Starfire. I haven't gotten around to trying this mod yet, though I definitely want to. MCA wasn't my cup of tea because of a lot of NPCs seemed to be standing out from Morrowind too much. NPC Additions seems to be a very cool alternative though.

It would be fun if these patrols had different kinds of troops in them. Like Hlaalu patrols could sometimes contain illusionist or marksman troops, in Telvanni patrols you would have a certain chance to encounter summoner or battlemage troops, etc.

Or imagine some Telvanni troops who seem rather harmless at first but as soon as the fight starts they summon a whole suit of Bound Armor and a Bound Battleaxe. :blink:


I am planning to randomise the last member of the patrol so its either a caster or marksman. However I can't decide if patrols should be made of 3 npcs or 2... 2 looks natural while I am thinking 3 would start to look like a conga line rather than a patrol. I wonder if theres a way to script 3 npcs to follow each other and look natural. hehe I love the idea of Telvanni patrols summoning bound stuff tho god knows what that would do for game balance... I will have to weigh up the coolness factor with balance methinks. I would love it if you gave my mod a try... its only an esp so it is easily deleted :D
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Sharra Llenos
 
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Post » Fri May 27, 2011 9:02 am

hehe I love the idea of Telvanni patrols summoning bound stuff tho god knows what that would do for game balance... I will have to weigh up the coolness factor with balance methinks.
Haha, I know exactly that problem.

I would love it if you gave my mod a try... its only an esp so it is easily deleted :D
Heavens forbid, I'm planning to use it for a long time. :goodjob:

However I can't decide if patrols should be made of 3 npcs or 2... 2 looks natural while I am thinking 3 would start to look like a conga line rather than a patrol. I wonder if theres a way to script 3 npcs to follow each other and look natural.
Have you tried making it so the other two guys both follow the first one? (Instead of going like this: 3>2>1, go like this: 3>1, 2>1) I don't know how that would look although possibly more realistic than a conga line. :D
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josie treuberg
 
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Post » Fri May 27, 2011 3:43 pm

Have you tried making it so the other two guys both follow the first one? (Instead of going like this: 3>2>1, go like this: 3>1, 2>1) I don't know how that would look although possibly more realistic than a conga line. :D


Yeh I did think about that but I thought the back two npcs would be always banging into each other. However I will try it out now and see what it looks like :)
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Dorian Cozens
 
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Post » Fri May 27, 2011 10:31 am

Question: I was using the older version and I updated to the newer version...
I think I did it wrong. Because everything seems to work fine but I am not seeing those pack guys a lot..the guars and pack sellers..or did you
make there spawn a little bit less?

Just curious..It might just be I haven't ran across them yet but in the older version I was seeing them all the time. I ended up taking it out, putting the other in then running a repair all.
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Marnesia Steele
 
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Post » Fri May 27, 2011 6:28 am

Question: I was using the older version and I updated to the newer version...
I think I did it wrong. Because everything seems to work fine but I am not seeing those pack guys a lot..the guars and pack sellers..or did you
make there spawn a little bit less?

Just curious..It might just be I haven't ran across them yet but in the older version I was seeing them all the time. I ended up taking it out, putting the other in then running a repair all.


Oh yeh forgot to add that to the version changes sry... yes I made them spawn less, plus the new scripting changes mean you will see them abit less. So your not going mad they are still there :)
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Cathrin Hummel
 
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Post » Fri May 27, 2011 6:27 am

Another idea... I'm not sure if you're looking for them, I'm just throwing them out there. :hehe:

Another rare Telvanni troop type: war-trained Argonian slaves. I was thinking along the lines of a mysticism-heavy witch-type caster with health absorption, dispel, reflect, and stuff like that. (Seeing how mysticism is one of the favored skills for Argonians.)

I think the idea of the Telvanni training psychic warbeasts out of the gifted ones of their slaves is freaky in itself. :blink: Sort of what I'd expect from immoral abominations that are the Telvanni.
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alicia hillier
 
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Post » Fri May 27, 2011 7:07 pm

Another idea... I'm not sure if you're looking for them, I'm just throwing them out there. :hehe:

Another rare Telvanni troop type: war-trained Argonian slaves. I was thinking along the lines of a mysticism-heavy witch-type caster with health absorption, dispel, reflect, and stuff like that. (Seeing how mysticism is one of the favored skills for Argonians.)

I think the idea of the Telvanni training psychic warbeasts out of the gifted ones of their slaves is freaky in itself. :blink: Sort of what I'd expect from immoral abominations that are the Telvanni.


Great idea... I will be sure to use this :) cheers
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LittleMiss
 
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Post » Fri May 27, 2011 7:50 am

Sry for the double post but I thought people might want to see this. Have you ever wondered who would win in a fight between a patrol of ordinators and a patrol of the hlaalu guard? Well know we can find out...

http://www.youtube.com/watch?v=2D_y8t8j2_Q
http://www.youtube.com/watch?v=sPWEbx0mwZA

Well... you don't get to see who won because my fraps cut out but two survived and then carried on patrolling on down the road much to my delight. So it looks like patrols and npc vs npc combat might actually happen :) A big thankyou to Adul, Peechykeen and Jac for their help and comments in my construction set thread.

What do you guys think?

Edit heres another fight between them that shows the winner going back to patrolling :D

http://www.youtube.com/watch?v=x66JBgT4WIA
http://www.youtube.com/watch?v=pHX7F9MTLxE
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Alan Cutler
 
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