[RELZ] Starfire NPC Additions

Post » Fri May 27, 2011 8:34 am

Why couldn't ypu just script them using the NPC's ID code?...itd be like

startcombat "ID-1, ID-2"...or something along that line couldn't it?
User avatar
Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Fri May 27, 2011 8:28 am

Why couldn't ypu just script them using the NPC's ID code?...itd be like

startcombat "ID-1, ID-2"...or something along that line couldn't it?


Thats my thinking seeing as the npc's all have unique ID's :)

Btw Llama Hunter are you still working on your list?
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Fri May 27, 2011 5:56 pm

ever so slowly, yes..currently I'm doing some behind the scenes stuff to get it moved to a better location...after the move it should all be transferred over and I'll update your link as well for the 1.0 and future releases...
User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Fri May 27, 2011 11:21 am

ever so slowly, yes..currently I'm doing some behind the scenes stuff to get it moved to a better location...after the move it should all be transferred over and I'll update your link as well for the 1.0 and future releases...


Thats good to hear :)

Progress report: Ok I have now gotten the teleport script integrated perfectly with all the npc's scripts so that you will now never see an npc just vanish, instead on the odd occasion it is time for them to be deleted and they are still on your screen you will see them cast recall and teleport away to what ever adventures await them. Now that this is done I can get on with making more npc types for the next update :twirl: Does anyone know what the best way to take videos of morrowind is?
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Fri May 27, 2011 8:37 am

Thats good to hear :)

Progress report: Ok I have now gotten the teleport script integrated perfectly with all the npc's scripts so that you will now never see an npc just vanish, instead on the odd occasion it is time for them to be deleted and they are still on your screen you will see them cast recall and teleport away to what ever adventures await them. Now that this is done I can get on with making more npc types for the next update :twirl: Does anyone know what the best way to take videos of morrowind is?

Excellent! Can't wait! Of course.. now I'll be looking for these occurrences which are supposed to be rare!

For video, I've only ever heard of people using FRAPS, which if your rig is decent should work well enough w/o too much lag in the video. Somehow those videos usually get uploaded to YouTube.
User avatar
Josee Leach
 
Posts: 3371
Joined: Tue Dec 26, 2006 10:50 pm

Post » Fri May 27, 2011 5:47 am

Excellent! Can't wait! Of course.. now I'll be looking for these occurrences which are supposed to be rare!

For video, I've only ever heard of people using FRAPS, which if your rig is decent should work well enough w/o too much lag in the video. Somehow those videos usually get uploaded to YouTube.


Well here are some videos to make the waiting easier. The quality isn't brilliant but you can get the idea :)

http://www.youtube.com/watch?v=m07lF4rC5Cg

http://www.youtube.com/watch?v=aX5f0bWndIU

http://www.youtube.com/watch?v=SXai33G9b-o
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Fri May 27, 2011 1:28 pm

Excellent !!!
Very good work !

Starfire NPC additions is permanent in my game list since beta and it works great !
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Fri May 27, 2011 9:18 am

Now that's just plain awesome. The thought of seeing a mage teleport away from me, and then seeing that same mage later on somewhere else in my adventure...I have to say, it does tickle my fancy.

This is shaping up to be one of the coolest immersion mods ever released for Morrowind. I like how so many actions that are normally reserved for the player (teleporting, attacking NPCs, sneaking, adventuring) are being integrated into the additional NPCs in your mod.
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Fri May 27, 2011 7:02 pm

Excellent !!!
Very good work !

Starfire NPC additions is permanent in my game list since beta and it works great !


Great to hear that. This started out as just a personal project but its rewarding to see people enjoying it. :)

Now that's just plain awesome. The thought of seeing a mage teleport away from me, and then seeing that same mage later on somewhere else in my adventure...I have to say, it does tickle my fancy.

This is shaping up to be one of the coolest immersion mods ever released for Morrowind. I like how so many actions that are normally reserved for the player (teleporting, attacking NPCs, sneaking, adventuring) are being integrated into the additional NPCs in your mod.


Well so far only the teleporting is scripted and ready to go but I see no reason why the sneaking and fighting npc's shouldn't be implemented in time for the next release. Hmm now you have got me wondering what else the player does that other npc's could be seen doing.
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Fri May 27, 2011 3:58 pm

There is one thing I love to see but I don't know if it is possible and I don't want to push you :
some hostiles in caves but which don't respawn all the time (a MCA issue for player who want to clean a cave), maybe which respawn after a certain time (random(60) days) to simulate life.

Maybe in future update...
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Fri May 27, 2011 7:39 pm

Glad to see you got the teleportation scripting all worked out.
Looks great! I especially like the guar, very awesome to see :D
User avatar
FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Fri May 27, 2011 5:15 pm

Great to hear that. This started out as just a personal project but its rewarding to see people enjoying it. :)

Well so far only the teleporting is scripted and ready to go but I see no reason why the sneaking and fighting npc's shouldn't be implemented in time for the next release. Hmm now you have got me wondering what else the player does that other npc's could be seen doing.

Ooh! ooh! I know! I know! You were talking before about levitating... how hard would it be to make it an entrance/exit effect? As another alternative to the teleporting thing, a character could come in for a landing, or start running into the sky as a way of entering/exiting and then fading in/out of sight.

Regardless, awesome videos! The effect looks incredible, and I also love the guar teleporting out. Very nice. I hope it's not TOO rare of an occurrence. :)
User avatar
Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Fri May 27, 2011 9:37 pm

There is one thing I love to see but I don't know if it is possible and I don't want to push you :
some hostiles in caves but which don't respawn all the time (a MCA issue for player who want to clean a cave), maybe which respawn after a certain time (random(60) days) to simulate life.

Maybe in future update...


Hmm well if I did do something like this it would be as an extra option in the hostile npc addon. However something like this wouldn't be untill well after the next update... depending on how many other ideas I get distracted by in the mean time :) Also because the npc's use leveled lists it would be very tough to create random npcs that don't respawn when you leave the cave.

Glad to see you got the teleportation scripting all worked out.
Looks great! I especially like the guar, very awesome to see :D


Yeh thank you for the script you sent me. I was very pleased to finally getting it to all work properly. I am having great fun atm playing with the current wip 1.1 version. It really adds something having npcs occasionally teleport while you are wandering around a settlement. Plus the teleport script solves all the bugs I was having with npc's in previous versions. it's a double win :D ( btw if anyone wants a preview of the new teleport scripts I could upload a version with the new scripts to fileplanet and PM you the link)
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Fri May 27, 2011 6:11 am

So will all the traders and their guars be teleporting in and out in the next version? :unsure:

If you're interested in NPC vs NPC combat then check out TrevorDemented's Hostile Attackers. It's a great idea, but http://www.gamesas.com/bgsforums/index.php?showtopic=868483.
User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Fri May 27, 2011 2:05 pm

Well here are some videos to make the waiting easier. The quality isn't brilliant but you can get the idea :)

http://www.youtube.com/watch?v=m07lF4rC5Cg

http://www.youtube.com/watch?v=aX5f0bWndIU

http://www.youtube.com/watch?v=SXai33G9b-o


So will all the traders and their guars be teleporting in and out in the next version? :unsure:

I think I have to agree with Dragon32 here in being a little unsure of the idea of Traders teleporting. On the mages I think it works wonders, but it feels really out of place on the trader and his guar. I would prefer more that they disable once the player loses line of sight on them rather than porting out as a wandering trader has never struck me as inherently magic orientated (and teleporting defeats the purpose of being a traveling merchant).

Just my two cents.
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Fri May 27, 2011 2:52 pm

Ooh! ooh! I know! I know! You were talking before about levitating... how hard would it be to make it an entrance/exit effect? As another alternative to the teleporting thing, a character could come in for a landing, or start running into the sky as a way of entering/exiting and then fading in/out of sight.

Regardless, awesome videos! The effect looks incredible, and I also love the guar teleporting out. Very nice. I hope it's not TOO rare of an occurrence. :)


Glad you like it. Hmm I think effects like that would be too difficult to do, it would require new animations and I am not sure what is possible atm in terms of levitating.

So will all the traders and their guars be teleporting in and out in the next version? :unsure:

If you're interested in NPC vs NPC combat then check out TrevorDemented's Hostile Attackers. It's a great idea, but http://www.gamesas.com/bgsforums/index.php?showtopic=868483.


Cheers for the link... so the guy who made hostile attackers made the mistake of altering existing leveled lists? has there been a more recent version that doesn't mess up peoples leveled lists I can check out?

Yes in the next version traders and their guars will teleport away and in but you will virtually never see it happen seeing as it only happens during one hour of the day and you would have to be looking at them at that exact moment to see it. If you arrive during any other hour the trader and its guar will either just be there or not be there based on level list percentages... I only added the teleporting to them to solve the issue of that chance you might see them getting deleted.

I think I have to agree with Dragon32 here in being a little unsure of the idea of Traders teleporting. On the mages I think it works wonders, but it feels really out of place on the trader and his guar. I would prefer more that they disable once the player loses line of sight on them rather than porting out as a wandering trader has never struck me as inherently magic orientated (and teleporting defeats the purpose of being a traveling merchant).

Just my two cents.


I agree however I can't use distance checks on the guar and trader as it results in another bug whereby the distance check only gets triggered on one of them and the trader or guar gets left there on their own... this can then lead to doubling of guars (it happened to me alot in mournhold with all the doors at different distances). I felt the teleporting is a good compromise seeing as you will virtually never see it happen (how often do you see npc's just vanish in the current version) 99% of the time it will feel as normal that the trader and guar have just moved on via foot to the next area.
User avatar
Lady Shocka
 
Posts: 3452
Joined: Mon Aug 21, 2006 10:59 pm

Post » Fri May 27, 2011 6:28 am

I agree however I can't use distance checks on the guar and trader as it results in another bug whereby the distance check only gets triggered on one of them and the trader or guar gets left there on their own... this can then lead to doubling of guars (it happened to me alot in mournhold with all the doors at different distances). I felt the teleporting is a good compromise seeing as you will virtually never see it happen (how often do you see npc's just vanish in the current version) 99% of the time it will feel as normal that the trader and guar have just moved on via foot to the next area.

Not terribly familiar with the leveled lists and how they work exactly, but I am uncertain as to why the distance check could only be run on one of them. I am assuming the way you handle the traders is to have the trader spawn which force spawns the guar. If the check is being done on the trader, couldn't you simply make your own guar creature (that was just a replication of a normal pack guar) that already comes predefined with the script to do the distance check. It seems this should prevent one from being left behind, and since they both disabled, should also prevent doubling issues.

Could also take the route of Children of Morrowind, where the kids won't disappear until you get out of the cell (such as going indoors for a moment), which I tend to find more realistic anyways so that people don't always routinely disappear at the exact same time everyday (sometimes the kids are out a little later).

Just some more thoughts and feedback.
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Fri May 27, 2011 6:38 pm


Cheers for the link... so the guy who made hostile attackers made the mistake of altering existing leveled lists? has there been a more recent version that doesn't mess up peoples leveled lists I can check out?
Nope, sadly that's it. Or all I know of. From what I could work out it wasn't that the vanilla lists were edited more that the vanilla entries in those lists were removed. My hypothesis was that TrevorDemented used Horatio's Levelled List Merger which ignored such deletions but TESTool and Wrye Mash would incorporate the change in their levelled list ESPs, leading to the spamming of every spawn point with NPCs from that mod. Which weren't levelled to the player. I never tested the hypothesis though...
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Fri May 27, 2011 4:02 pm

Not terribly familiar with the leveled lists and how they work exactly, but I am uncertain as to why the distance check could only be run on one of them. I am assuming the way you handle the traders is to have the trader spawn which force spawns the guar. If the check is being done on the trader, couldn't you simply make your own guar creature (that was just a replication of a normal pack guar) that already comes predefined with the script to do the distance check. It seems this should prevent one from being left behind, and since they both disabled, should also prevent doubling issues.

Could also take the route of Children of Morrowind, where the kids won't disappear until you get out of the cell (such as going indoors for a moment), which I tend to find more realistic anyways so that people don't always routinely disappear at the exact same time everyday (sometimes the kids are out a little later).

Just some more thoughts and feedback.


The guars I use in the mod are a new Id and they have their own scripts... The issue is that if you set them as having a distance from which to disapear say after 2000 and the trader has the same script then you enter a door that is exactly 2000 away and the trader is 2001 away and the guar is 1999 away one gets deleted and the other doesn't (it sounds like a rare occurance but it kept happening to me). I then tried using changedcell but this resulted in traders getting deleted right in front of the player as they crossed cell borders. Now what I don't know is if I use the getinterior function to delete them when you enter a house etc will the script still work even tho the guar and trader are outside? I had a look at the children of morrowind script that deletes the npc's when they are not in line of sight and it is a work of art but mind bogglingly complicated I don't think I could even begin to replicate it.
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Fri May 27, 2011 6:52 am

The issue is that if you set them as having a distance from which to disapear say after 2000 and the trader has the same script then you enter a door that is exactly 2000 away and the trader is 2001 away and the guar is 1999 away one gets deleted and the other doesn't (it sounds like a rare occurance but it kept happening to me).



Actually this happened when I was playing today. My character was travelling in the night approaching Fort Moonmoth from Foyada Mamaea and I found only a guar standing alone near the signpost (when I first passed through there the merchant was standing with the guar). But it didn't annoy me (actually I killed the guar, hehehe). It felt like the merchant had gonne somewhere for a while and left the guar unprotected. It could have been odd if the merchant were there alone talking about his guar, but haven't seen that yet.

But the mod is working great! NPCs are totally blended in the environment, and I'll let you know if/when someday I meet a hostile NPC from the mod.

I just felt I should thank you again for this mod, it's just awsome. You know, MCA was a huge contribution to Morrowind and gave new life to the game. Now you have just raised that to a whole new level. It will surely become a must have mod. I know nothing about mods, but I do congratulate you for achieving this. (actually when you first directed me the link to your mod a few days ago I thought it was a mod everyone already had, and only later I saw you finished it recently - lucky me!)

One other thing, I see people giving all kinds of suggestions, but if I may say so, make whatever addons you think it's worth, but please keep the simple atmosphere you created, that's the beauty of it.
User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Fri May 27, 2011 5:20 am

Actually this happened when I was playing today. My character was travelling in the night approaching Fort Moonmoth from Foyada Mamaea and I found only a guar standing alone near the signpost (when I first passed through there the merchant was standing with the guar). But it didn't annoy me (actually I killed the guar, hehehe). It felt like the merchant had gonne somewhere for a while and left the guar unprotected. It could have been odd if the merchant were there alone talking about his guar, but haven't seen that yet.

But the mod is working great! NPCs are totally blended in the environment, and I'll let you know if/when someday I meet a hostile NPC from the mod.

I just felt I should thank you again for this mod, it's just awsome. You know, MCA was a huge contribution to Morrowind and gave new life to the game. Now you have just raised that to a whole new level. It will surely become a must have mod. I know nothing about mods, but I do congratulate you for achieving this. (actually when you first directed me the link to your mod a few days ago I thought it was a mod everyone already had, and only later I saw you finished it recently - lucky me!)

One other thing, I see people giving all kinds of suggestions, but if I may say so, make whatever addons you think it's worth, but please keep the simple atmosphere you created, that's the beauty of it.


Cheers for the comment it put a big smile on my face :) Don't worry no matter what I add I never want to ruin the balance I feel I have created so far with the mod. Its like this new teleport thing, I don't want it to be a big in your face thing, just a nice addition that you might catch now and again that adds to the atmosphere, the fact that it doubles up for a solution to the issue I was having with the guars and traders is a bonus, If I can find a work around that is more in keeping with lore and not to difficult I will use it instead. Anyhow just for you people here on the forum heres a link to the current version I am running on my comp. It has the new teleport scripts in it and the new teleporting mage class has been added to seyda neen and balmora. I would be nice if some of you could try it out and offer feedback on balance etc.

http://www.filefactory.com/file/ah2d780/n/Starfires_NPC_Additions_ver-1_02_esp
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Fri May 27, 2011 8:31 pm

Just had another idea regarding the traders/guars - perhaps it would be possible to do another script on the guar that looks for the trader, no trader and the guar disables.
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Fri May 27, 2011 7:46 pm

Just had another idea regarding the traders/guars - perhaps it would be possible to do another script on the guar that looks for the trader, no trader and the guar disables.


you could in theory... but I think it would have to be a global script and it would have to know the traders id... and the trader is spawned randomly from 40 or so npcs each with different IDs. I will have to look into it.
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Fri May 27, 2011 6:15 am

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?

A few ideas I came up with:

Morag Tong assassinations > Which might be against House Nobles, since I think the Houses use the MT to settle disputes between each other. Otherwise, against wealthier/ more prominent NPCs (people against whom others might have scores to settle). Fences, Thieves, etc might also be targets for the same reason maybe?

Dark Brotherhood attacks > Not sure who they'd be most likely to target, since I never figured out what their "aims" were really supposed to be. Maybe ?. everybody & anybody?

Camonna Tong vs Thieves Guild The CT are supposedly ruthless, and hate the Thieves Guild, but this never seems to turn into anything in game (though I've never done any TG quests, so I might be wrong).

Mage vs Mage > Which I guess would most likely involve Telvanni Mages: either settling disputes between each other, or maybe attacking members of the Mages Guild (or vice versa)?

There are also references in game to groups of Telvanni encroaching into Hlaalu & Redoran territory, which might conceivably lead to confrontations between these & Redoran or Hlaalu Guard patrols (away from the towns) too.

Ordinators & Dissidents > Not so much a combat idea, but since the Ordinators are supposed to operate a brutal & effective Inquisition, it would be cool to occasionally see Temple Ordinators escorting someone (maybe an NPCA Pilgrim, retagged as "Dissident Priest"?), or even very occasionally to see the bodies of Dissidents floating in the canols around Vivec? :blink:

Dunmer vs Imperials > Since the Dunmer (many of them anyway) are hostile to the very presence of Imperial Legions in their lands, you'd really expect to see this happening from time to time. Maybe the Camonna Tong, or Sixth House NPCs, or simply random Dunmer warrior-type NPCs? I guess likely targets would be any Imperial NPC, or Hlaalu Noble, or Imperial Cult member, etc.

You might also see militant Dunmer attacking Imperial or Hlaalu Guard patrols away from the towns (in the wilderness).

Warrior vs Warrior > (Which might involve Knights, Battlemages, Spellswords, Nightblades, etc) Since these type of NPCs will inevitably create enemies, who will inevitably want to settle scores, in one way or another.

Freed slaves vs Slavers > Armed Argonian or Khajiit exacting revenge on their former owners (a Dunmer House Noble, or something like that?)

Ashlanders vs ??? I'm not sure if you add NPCs to the Ashlands, but since Ashlanders are supposed to be extremely hostile to outsiders, this might also be a possibility (maybe in the vicinity of settlements ? Ashlanders vs Guard patrols, or something like that?)

Commoner vs Commoner (etc) > In real life most disputes are about everyday things, so you might occasionally see regular, Commoner/ Merchant or other NPCs settling scores between each other?

Anyway those are just a few ideas. I'm sure other people can probably come up with better/ more interesting ones, but it was fun coming up with those anyway! I'll post any more if I can think of any which might be useful........ ^_^
User avatar
Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Fri May 27, 2011 8:20 am

A few ideas I came up with:

Morag Tong assassinations > Which might be against House Nobles, since I think the Houses use the MT to settle disputes between each other. Otherwise, against wealthier/ more prominent NPCs (people against whom others might have scores to settle). Fences, Thieves, etc might also be targets for the same reason maybe?

Dark Brotherhood attacks > Not sure who they’d be most likely to target, since I never figured out what their “aims” were really supposed to be. Maybe …. everybody & anybody?

Camonna Tong vs Thieves Guild The CT are supposedly ruthless, and hate the Thieves Guild, but this never seems to turn into anything in game (though I’ve never done any TG quests, so I might be wrong).

Mage vs Mage > Which I guess would most likely involve Telvanni Mages: either settling disputes between each other, or maybe attacking members of the Mages Guild (or vice versa)?

There are also references in game to groups of Telvanni encroaching into Hlaalu & Redoran territory, which might conceivably lead to confrontations between these & Redoran or Hlaalu Guard patrols (away from the towns) too.

Ordinators & Dissidents > Not so much a combat idea, but since the Ordinators are supposed to operate a brutal & effective Inquisition, it would be cool to occasionally see Temple Ordinators escorting someone (maybe an NPCA Pilgrim, retagged as “Dissident Priest”?), or even very occasionally to see the bodies of Dissidents floating in the canols around Vivec… ^_^

Dunmer vs Imperials > Since the Dunmer (many of them anyway) are hostile to the very presence of Imperial Legions in their lands, you’d really expect to see this happening from time to time. Maybe the Camonna Tong, or Sixth House NPCs, or simply random Dunmer warrior-type NPCs? I guess likely targets would be any Imperial NPC, or Hlaalu Noble, or Imperial Cult member, etc.

Warrior vs Warrior > (Which might involve Knights, Battlemages, Spellswords, Nightblades, etc) Since these type of NPCs will inevitably create enemies, who will inevitably want to settle scores, in one way or another.

Freed slaves vs Slavers > Armed Argonian or Khajiit exacting revenge on their former owners (a Dunmer House Noble, or something like that?)

Ashlanders vs ??? I’m not sure if you add NPCs to the Ashlands, but since Ashlanders are supposed to be extremely hostile to outsiders, this might also be a possibility (maybe in the vicinity of settlements … Ashlanders vs Guard patrols, or something like that?)

Commoner vs Commoner (etc) > In real life most disputes are about everyday things, so you might occasionally see regular, Commoner/ Merchant or other NPCs settling scores between each other?

Anyway those are just a few ideas. I'm sure other people can probably come up with better/ more interesting ones, but it was fun coming up with those anyway! I'll post any more if I can think of any which might be useful........ ^_^


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?
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

PreviousNext

Return to III - Morrowind