All credit for the concept of an NPC adder and the scripts used in this mod go to Neoptolemus
and who ever else worked so hard on MCA which is a fantastic mod.
---Info---------------------------------------------------------------------------------------------------------
This mod aims to add npcs to various settlements and parts of the wilderness. It has the aim of
adding NPC'S that blend in and maintain the feel of vanilla morrowind and its expansions. This mod
was designed as a standalone NPC adder but is completely compatable with MCA. Also I highly
recommend running it with Children of Morrowind and NoM.
this mods adds the following types of generated NPC's
commoner (10% chance they won't spawn)
noble (10% chance they won't spawn)
knight (85% chance they won't spawn)
ebony knight (98% only in a few places)
hunter (85% chance they won't spawn)
glass hunter (98% only in a few places)
mage (60% chance they won't spawn)
guards (Always spawn)
traveling trader and pack guar (80% chance they won't spawn)
pilgrim (60% chance they won't spawn)
Warrior (60% chance they won't spawn)
scout (60% chance they won't spawn)
wild commoners (96%chance they won't spawn)
farmer (30% chance they won't spawn)
gardener (30% chance they won't spawn)
smith (30% chance they won't spawn)
pauper (30% chance they won't spawn)
barbarian (75% chance they won't spawn)
battlemage (75% chance they won't spawn)
spellsword (75% chance they won't spawn)
monk (75% chance they won't spawn)
witchhunter (75% chance they won't spawn)
agent (75% chance they won't spawn)
sorcerer (75% chance they won't spawn)
bard (75% chance they won't spawn)
crusader (75% chance they won't spawn)
cook (30% chance they won't spawn)
alchemist (30% chance they won't spawn)
tailor (30% chance they won't spawn)
butcher (30% chance they won't spawn)
scribe (30% chance they won't spawn)
egg miner (30% chance they won't spawn)
fisherman (30% chance they won't spawn)
mage (teleporting) (98% chance they won't spawn)
night time spawns
fence (60% chance they won't spawn)
vampire outcast (98% chance they won't spawn)
dark brotherhood assassin (94% chance they won't spawn)
morag tong assassin (90% chance they won't spawn)
thief (30% chance they won't spawn)
nightblade (20% chance they won't spawn)
rogue (20% chance they won't spawn)
All these NPCs will spawn with lore friendly names from the TES random name generator
(except vamps and guards). Some ofthe added npcs have added greetings and background
info.
This mod adds npc's to the following
Balmora
Seyda Neen
Vivec
Hla Oad
Maar Gan
Ald-ruhn
Pelagiad
Gnaar Mok
Gnisis
Ebonheart
Suran
Khuul
Caldera
Tel Vos
Vos
Tel Mora
Tel Branora
Tel Aruhn
Dagon Fel
Sadrith Mora
Molag Mar
Ghostgate
Ald Velothi
various roads
Mournhold
I have tried to keep all the npcs, their locations and their items lore friendly and I am very interested in peoples
feed back on how well they feel I have managed this and what they would change, add etc
---Installaton--------------------------------------------------------------------------------------------------
This mod requires morrowind and both its expansions.
This mod contains
1 esp
1 readme
simply extract the esp into your morrowind/datafiles directory and then check the relevent box in
the data files section of the morrowind menu on launch.
This mod has been cleaned with TESAME and clean of any dirty GMST'S
As this mod uses leveled lists make sure you merge your leveled lists. Also if you are updateing from
an earlier version use wyre mesh to clean and update your save.
Here is an excellent step by step of how to do this from Dragon32
(1) Ensure names of old version of mod and new version are different.
(2) Copy new version into Data Files
(3) On Mash's mods tab change load order so new version is right next to old version.
(4) On Mash's mods tab right click old version and choose Updaters
(5) Select new version of mod, Mash lets me know if my save game needs updating
(6) If it does head on over to the Saves tab and select appropriate save
(7) Right click the old version in the list of mods associated with the save game and choose Change to...
(8) Select new version of mod
(9) Click Save
(10) Back onto the Mods tab and deselect the old version and select the new version
(11) Delete old version from Data Files
(12) For completeness, run a Repair All against the save game
---known issues/bugs-----------------------------------------------------------------------------------------
1- sometimes when useing a teleport spell cells won't update fully with the new NPC's. Simply enter and
exit a building and they will appear.
There are no other bugs that I know of or have been reported to me.
---credits---------------------------------------------------------------------------------------------------
Basically all credit for this mod goes to Neoptolemus and who ever else worked on MCA and its scripting etc.
It's an excellent mod and only my crazy OCD side stops me from using it.
You are free to create tweaks and addon packs to this mod just give neo the credit he is due for the scripts.
A special thank you to the following people from the elder scrolls forum who have tested and offered feedback
on the various BETA release of this.
Blake
Matthew kaine
Boggart
Tronvillain
M'Aig
abyssmal terror
Mirelurk21
Red Eye
Melish67
Wolf3131
Danae
Fable2
peachykeen
CCR
Coroth
Esanthus
Bob the Llamma Hunter
NaxoX9
lettuceman44
tetchy
Dragon32
Lyssia
Sister
Conquest Calvin
AfroKing
Starcon5
C Mireneye
Bloog The hand Master
Gato
connary
Hope you all enjoy this and any future updates.
x Starfire X
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7749
Screenshots
I'm not sure screens of this mod will be very helpfull due to it's nature but people like screenys so here you
go. Please note that these screens were taken whilst running other mods so it will either look better or worse
on your system depending on what texture/mesh replacers you are using. Also any children or animals you
see in the screens are part of Children of Morrowind and not this mod.
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot12.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot15.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot18.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot20.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot22.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot24.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot28.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot29.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot3.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot33.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot34.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot36.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot37.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot38.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot39.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot41.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot46.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot47.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot49.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot5.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot53.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot57.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot6.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot61.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot64.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot70.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEScreenshot8.jpg
Traders with their pack guars.
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEguar1.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEguar2.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/MGEguar3.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/Guar4.jpg
Pilgrims with cell specific dialogue.
http://i648.photobucket.com/albums/uu204/Starfire_Modding/Pilgrim1.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/StarfiresNPCAdditions10.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/StarfiresNPCAdditions12.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/StarfiresNPCAdditions3.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/StarfiresNPCAdditions5.jpg
http://i648.photobucket.com/albums/uu204/Starfire_Modding/StarfiresNPCAdditions6.jpg
Note these screens do not show all the different NPC's that this mods adds. It is just a sample.
----------------------------------------------------------------------------------------------------------------
-Ideas-
Ok here is a list of ideas which are being considered for future updates, addons and patches...
A lite version that removes certain classes for people who use MCA etc and don't want to many NPC's (Patch)
Community made armour, clothes and weapons added to the NPC leveled lists (Addons)
Danae may create a mod that adds items from his mod "Hold it" to the NPCs added by this mod (Addon)
Script change to the travelling traders to prevent minor bug (Update) *Now done as of ver 1.1*
Mages etc that appear randomly in an aura of mysticism (made to look like they have used recall etc). This script
may well be added to all NPC's so that when they are due to vanish they appear to cast recall to do so (Update)
*Now done as of ver 1.1*
http://www.youtube.com/watch?v=m07lF4rC5Cg
http://www.youtube.com/watch?v=aX5f0bWndIU
http://www.youtube.com/watch?v=SXai33G9b-o
Many new classes added. My plan is to add every class you can choose from the Char Gen as NPC's aswell as
adding more NPC's with trades eg Fishermen, Miners, Tailors, Cooks, Butchers, Bakers, Scribes etc (Update) *Now done as of ver 1.1*
Thieves that spawn in alleys/on roofs/behind buildings which sneak about (may have swag bags added via
Danaes addon if made) (Update)
Well balanced and thought out aggressive leveled NPCs (Addon)
NPC's who fight each other rather than the player... eg assassins might attack certain commoners as if they
are the target. Or mages battleing in the wilderness. I welcome any lore friendly suggestions for factions who
would fight each other (Update)
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?
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.
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........ ^_^