[RELZ] Starfire NPC Additions

Post » Fri May 27, 2011 11:45 am

That is excellent news. Don't worry about rushing a release you take as much time as you like. It should be pretty easy for you to add your items. Simply look for any leveled item that starts with SF_. So for example SF_thief_loot_1 would be one of the leveled items lists added to all my thieves. Each class has quite a few of its own loot leveled lists some of which are left empty just for this reason :) Most of the classes have a loot slot with just a torch so you could add your torch based items straight into that list and it would be random as to whether the npc spawns with a torch or your item, that could work well. Good luck with your degree btw. I know how much time it takes up seeing as I just graduated this year :goodjob:


Great you already have a list for lights and (empty) levelled lists for all classes. I may have to make a list for female and male npcs: a male commoner with a broomstick, while not impossible, could look a bit weird.

And grats on your graduation :)
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Amanda Furtado
 
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Post » Fri May 27, 2011 1:53 pm

Great you already have a list for lights and (empty) levelled lists for all classes. I may have to make a list for female and male npcs: a male commoner with a broomstick, while not impossible, could look a bit weird.

And grats on your graduation :)


Good point. I think the only real time consuming part will be adding any extra leveled lists that you make to each npc individually (eg one for just females or males) but I think the final effect will be well worth the effort :thumbsup:

Oh btw I have added a new section to the main post for peoples ideas. Any ideas posted in this thread will get added onto the list.
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Susan Elizabeth
 
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Post » Fri May 27, 2011 3:25 pm

Just had a look at the list of ideas...

I'd be careful with the addition of custom armour/ clothing, that may ruin the immersiveness (??) of this mod unless, these custom clothes/ armour already have a replacer (like Korana's peasant gowns).

I also think that the commoner's class should be expanded, how about cooks, butchers, bakers? (just ideas)

Off topic, I'm a girl, I thought the cute puppy avatar would give that away ;)
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Calum Campbell
 
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Post » Fri May 27, 2011 5:46 am

Just had a look at the list of ideas...

I'd be careful with the addition of custom armour/ clothing, that may ruin the immersiveness (??) of this mod unless, these custom clothes/ armour already have a replacer (like Korana's peasant gowns).

I also think that the commoner's class should be expanded, how about cooks, butchers, bakers? (just ideas)

Off topic, I'm a girl, I thought the cute puppy avatar would give that away ;)


Everyone likes puppys :) but I won't make that mistake again I promise. Don't worry added armour etc is way down on my list of plans... and I would never include them as part of the main download file but as an added esp so no one is forced to use them. I quite like the idea of getting permission from jeremy to make an addon that adds his knights as new classes with related dialogue. However I know MCA does this so I may well just leave added armour/clothes/weapons to MCA. My focus atm is on adding new classes and implementing this teleport idea onto the npcs. I like your suggestions for more commoners, if you think of anymore let me know :goodjob:
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Jeff Tingler
 
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Post » Fri May 27, 2011 9:00 pm

I have just recently downloaded and started testing on this mod and I'm quite impressed by what I've seen so far. However, I am currently running this mod alongside MCA with several adjustments to the MCA master file via plugins:

1.) Bandits taken out of towns (because even with certain MWSE mods that aimed to rectify problems with this, I still have issues)

2.) All spawn rates in cities reduced (in some cases by as much as 99% of the original rate, due to possible FPS issues with both NPC spawners going all-out).

NOTE: If you, one of the other users of Starfire's mod have any issues with FPS when using it with MCA, my adjustments might be something to try, given that you know how to use the TES Construction Set.

All rates for the wilderness and the dungeons were kept, since this mod does not add to most interiors. The wilderness spawn rates, however, I might still make adjustments depending on what I find in the future. I tend to be somewhat on-and-off in terms of gaming, so it might be a bit of time before I can really test this plugin out and note anything that needs improvement, if there is anything. Regardless, I'll be sure to note any of it I see. I hope to see further updates from this mod, as it really is showing a lot of promise in what it provides.
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sam smith
 
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Post » Fri May 27, 2011 6:48 pm

I have just recently downloaded and started testing on this mod and I'm quite impressed by what I've seen so far. However, I am currently running this mod alongside MCA with several adjustments to the MCA master file via plugins:

1.) Bandits taken out of towns (because even with certain MWSE mods that aimed to rectify problems with this, I still have issues)

2.) All spawn rates in cities reduced (in some cases by as much as 99% of the original rate, due to possible FPS issues with both NPC spawners going all-out).

NOTE: If you, one of the other users of Starfire's mod have any issues with FPS when using it with MCA, my adjustments might be something to try, given that you know how to use the TES Construction Set.

All rates for the wilderness and the dungeons were kept, since this mod does not add to most interiors. The wilderness spawn rates, however, I might still make adjustments depending on what I find in the future. I tend to be somewhat on-and-off in terms of gaming, so it might be a bit of time before I can really test this plugin out and note anything that needs improvement, if there is anything. Regardless, I'll be sure to note any of it I see. I hope to see further updates from this mod, as it really is showing a lot of promise in what it provides.


Cheers for posting and I am glad you like it so far. There is more from this mod on the way, tho it may be a while before it released. btw if in your testing you experience the odd npc vanishing in your view, be assured that I am aware of this and it will be addressed in the next version :)

At this moment in time I am pulling my hair out trying to get this teleport script to work. I got it working perfectly only to find out that two activators going off at the same time caused a sound reference issue which crashes the game :( I can make a work around that would look the same if anyone knows how to make an NPC spawn so they are invisible (not disabled but invisible) My work around is to start with the npc disabled then when the pc gets within a distance of say 1000 the npc is enabled but invisible. The invisible npc would then use the explode spell function to create the entry effects after which I would make the npc visible along with casting animation. Does anyone know if this is possible?
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Lillian Cawfield
 
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Post » Fri May 27, 2011 1:12 pm

Great mod. I use this now instead of mca. There are a bit less NPCs, but I've got Children of Morrowind, so its all ok. Tnx, look forward to additions and updates! ;)
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FoReVeR_Me_N
 
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Post » Fri May 27, 2011 5:07 pm

One thing that's odd about VVardenfell is that noone levitates except the PC. I mean, in a world where levitation is possible I'm sure it would be rather popular. I guess there's some technical reason for it as I've never seen it added by a mod either. But if possible I think it would be very cool with some NPC's levitating between the cantons in Vivec or even enemy NPC's levitating while fighting.
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Marta Wolko
 
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Post » Fri May 27, 2011 3:46 pm

One thing that's odd about VVardenfell is that noone levitates except the PC. I mean, in a world where levitation is possible I'm sure it would be rather popular. I guess there's some technical reason for it as I've never seen it added by a mod either. But if possible I think it would be very cool with some NPC's levitating between the cantons in Vivec or even enemy NPC's levitating while fighting.


I am guessing it is to do with pathgrids issues. Do current companion scripts have following npcs levitate with you? Perhaps it would be possible to spawn an invisible npc that walks around and then script an npc that follows the invisible one whilst levitating (probally not tho plus you would be forever colliding with invisible npcs). In game the God vivec levitates which looks pretty cool. If you could use this as an idle animation on say some mage npcs that would look sweet... or you could script them to cast a spell then force the idle maby? anyhow your right it is a cool idea but would need alot of work to be done I think.

Great mod. I use this now instead of mca. There are a bit less NPCs, but I've got Children of Morrowind, so its all ok. Tnx, look forward to additions and updates! ;)


Thankyou ^_^ . I really do recommend Children of Morrowind to be used with this mod seeing as when I am thinking about npc placement and spawn percentages I always take into account npc spawns from Children of Morrowind.
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Brian Newman
 
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Post » Fri May 27, 2011 6:30 pm

Update... I have release an Updated version to PES. It's nothing exciting just moved a few spawns that were producing buggy AI pathing and changed the scripting on the Traders and guars so they won't disappear infront of the player on a cell update... but instead appear or vanish based on hours of the day (note you may still see them vanish if your unlucky enough to catch sight of them during these two points in the day but this is very very unlikey. This is just a temporary fix as I am currently working on a teleport script which will just make npcs teleport away rather than vanishing... thus not breaking game immersion on the rare occasion you might catch them in the process of being deleted.
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c.o.s.m.o
 
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Post » Fri May 27, 2011 12:22 pm

-snip- ... My work around is to start with the npc disabled then when the pc gets within a distance of say 1000 the npc is enabled but invisible. The invisible npc would then use the explode spell function to create the entry effects after which I would make the npc visible along with casting animation. Does anyone know if this is possible?

What about casting a custom long duration invisibility spell right as the NPC is enabled (long term for the time the NPC would be enabled so it doesn't expire before the player gets within distance)? Then remove the spell right after creating the entry effects. :lightbulb:
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Mr.Broom30
 
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Post » Fri May 27, 2011 3:10 pm

What about casting a custom long duration invisibility spell right as the NPC is enabled (long term for the time the NPC would be enabled so it doesn't expire before the player gets within distance)? Then remove the spell right after creating the entry effects. :lightbulb:


Yeh that could work... however it still would suffer from the same issue in that if the npc was in view as you entered the cell surely you would see them for a second as they cast the invisibility spell. I will give some thought to the concept tho as it's a good idea. I am thinking atm of going back to trying to get the activator to work... before it was crashing because of activators having the same id's (i think) but I could create say a hundred activators and then use the set random function so that the npc teleported using a random activator thus avoiding the problem of crashes (hopefully) :)
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Neliel Kudoh
 
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Post » Fri May 27, 2011 5:24 pm

So... a second MCA???
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Tracy Byworth
 
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Post » Fri May 27, 2011 11:22 am

So... a second MCA???


Erm yeh sort of. It is a NPC adder that aims to be lore correct and have its npcs blend in with the game world using just what shipped with the game. It is compatable with MCA but is designed as a stand alone NPC adder. I made this because I loved MCA but it wasn't quite to my tastes.
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Sara Lee
 
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Post » Fri May 27, 2011 1:28 pm

Yeh that could work... however it still would suffer from the same issue in that if the npc was in view as you entered the cell surely you would see them for a second as they cast the invisibility spell. I will give some thought to the concept tho as it's a good idea. I am thinking atm of going back to trying to get the activator to work... before it was crashing because of activators having the same id's (i think) but I could create say a hundred activators and then use the set random function so that the npc teleported using a random activator thus avoiding the problem of crashes (hopefully) :)

Meh. Just tried some tests with invisibility and 100% chameleon - both do not completely make the player/NPC invisible (i.e. Vivec, St. Delyn Plaza: Cassius Olcinius has 100% chameleon ability and is still slightly visible) and shadow will still be cast. Bright areas like day-lit exteriors make it more noticeable. :meh:

The game engine should keep track of where a disabled asset is located. Wonder if it's possible to script the entry effect on the NPC id while it's disabled, then enable the NPC afterward?
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NO suckers In Here
 
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Post » Fri May 27, 2011 10:50 am

The game engine should keep track of where a disabled asset is located. Wonder if it's possible to script the entry effect on the NPC id while it's disabled, then enable the NPC afterward?


This is how my current script works... the issue is that you can't get any of the spell effects to appear while the npc is disabled and this results is the teleport looking un-natural with the npc just appearing then the spell effects getting added so many split seconds later.. You can add an activator that adds spell effects before the npc is enabled and this works fine. However as mentioned above if two npcs try to teleport next to each other it will crash the game... I asume because the same activator id is using the same script in the same cell. I am in the process of trying a work around using multiple activator IDs which should work flawlessly if all goes to plan. Then if it works I will add the teleport to any npcs which the player might catch vanishing :)
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Shae Munro
 
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Post » Fri May 27, 2011 5:35 am

-snip- ... I am in the process of trying a work around using multiple activator IDs which should work flawlessly if all goes to plan. Then if it works I will add the teleport to any npcs which the player might catch vanishing :)

Yep. That's probably the best solution, considering. :nod:
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Siobhan Thompson
 
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Post » Fri May 27, 2011 8:53 pm

Erm yeh sort of. It is a NPC adder that aims to be lore correct and have its npcs blend in with the game world using just what shipped with the game. It is compatable with MCA but is designed as a stand alone NPC adder. I made this because I loved MCA but it wasn't quite to my tastes.

and we all love you for it. :P
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Reven Lord
 
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Post » Fri May 27, 2011 8:40 am

Looks, great, downloading. I would like to see a patch that introduces hostile NPCs into the game, like bandits, thugs, sixth house raids, i enjoyed the extra combat of MCA :)
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glot
 
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Post » Fri May 27, 2011 6:43 am

and we all love you for it. :P


Good to hear and I hope you will love the next update, got some cool plans.... erm planned :)

Looks, great, downloading. I would like to see a patch that introduces hostile NPCs into the game, like bandits, thugs, sixth house raids, i enjoyed the extra combat of MCA :)


The more downloads the merrier :P A patch like this is certainly being considered but I won't start work on it untill I am happy I have added enough non hostile npcs and that they are working as well as possible.

Progress report: Muhahahahahaha success at last. After 2 days of fiddleing I have finally got my teleport script working perfectly and it is ready to be implemented in various ways :) This means mages that teleport into settlements walk around and teleport out again will be in the next release. I would like to thank everyone who has answered in any of my threads on the construction set forum. Also a huge thank you to both Knef and Pluto who both sent me example scripts to work with. Turns out that the crashes were caused by the nif file I was trying to use and I ended up using the spriggin nif effect as suggested by Knef. I would like to post a video on youtube of the effect of the npcs teleporting. Whats the easiest way to do this?
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Sunny Under
 
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Post » Fri May 27, 2011 6:21 pm

Looks, great, downloading. I would like to see a patch that introduces hostile NPCs into the game, like bandits, thugs, sixth house raids, i enjoyed the extra combat of MCA :)


Uh .. MCA already has that
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Dalley hussain
 
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Post » Fri May 27, 2011 12:09 pm

yep, would like to see it as an option here as well :P
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GEo LIme
 
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Post » Fri May 27, 2011 3:10 pm

Looks, great, downloading. I would like to see a patch that introduces hostile NPCs into the game, like bandits, thugs, sixth house raids, i enjoyed the extra combat of MCA :)

If it was possible, it would be great to see a patch which added NPCs who attacked other NPCs, rather than just the player. Morrowind has so much scope for this (in terms of the conflicts & tensions which are everywhere in the game) but we never actually see any of this. Personally I really feel this would add to the sense of immersion.

Given that NPCA adds common, regular looking NPCS, it would seem like the perfect platform for this ... since you wouldn't necessarily notice (for example) a Morag Tong assassin & their intended target, until whatever scripts kicked in, and one went after the other.

Anyway, thanks for taking the time to create this Starfire. Looks like the perfect companion to MCA. :foodndrink:
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Josephine Gowing
 
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Post » Fri May 27, 2011 1:47 pm

If it was possible, it would be great to see a patch which added NPCs who attacked other NPCs, rather than just the player. Morrowind has so much scope for this (in terms of the conflicts & tensions which are everywhere in the game) but we never actually see any of this. Personally I really feel this would add to the sense of immersion.

Given that NPCA adds common, regular looking NPCS, it would seem like the perfect platform for this ... since you wouldn't necessarily notice (for example) a Morag Tong assassin & their intended target, until whatever scripts kicked in, and one went after the other.

Anyway, thanks for taking the time to create this Starfire. Looks like the perfect companion to MCA. :foodndrink:


Now thats a good idea you have there... I could add abit to the script on the assassin classes that tells them to attack certain npc id's if they come within a certain distance of them. It would be a cool way to create randomised attacks. Then I could add specific npcs in the wilderness which could be made to attack each other. The fights would have to make sense and be lore correct... any ideas on which npcs would attack each other?
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Jeff Turner
 
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Post » Fri May 27, 2011 6:42 pm

Now thats a good idea you have there... I could add abit to the script on the assassin classes that tells them to attack certain npc id's if they come within a certain distance of them. It would be a cool way to create randomised attacks. Then I could add specific npcs in the wilderness which could be made to attack each other. The fights would have to make sense and be lore correct... any ideas on which npcs would attack each other?

Mages guild VS House Telvanni?

There was some talk about the whole ID think way back. Through MWSE you could add potions/scrolls which have unique ID's these could be added to ANY npc and then they could be set to fight each other based on ID's. A script would search a cell for these Id's and well... Something like that.

At least I think that is what Fliggerty and others were talking about.
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Rachel Cafferty
 
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