Starfire NPC addtions

Post » Sun Dec 18, 2011 6:55 am

Seeing as how Starfire has left the community, but discussion about her mod is still ongoing, I've started a new thread because the old one was locked. Here's her readme:

http://www.gamesas.com/index.php?/topic/1033781-starfire-npc-additions/
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7749

=Starfires NPC Additions 1.11=


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

day time spawns

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)
NPC's with pack rats (80% 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 of
the 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

---Version Changes-------------------------------------------------------------------------------------------

1.01 -- Changed Travelling Trader scripts to prevent them vanishing infront of player (temporary solution).
-- Added name to a warrior who was missing it.
-- Moved a few npc spawn points that resulted in buggy AI pathing.
-- Improved wild commoner scripts.

1.1 -- Added the following...
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 the linked thread for details)
-- 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.

1.11 -- Fixed the barbarians so they equip all their stuff correctly so there is no chance of them flashing
you their privates. Also changed the miners so they spawn with shirts more often.

---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

special thanks to Pluto and Knef both of who without there would be no teleporting :)

Hope you all enjoy this and any future updates.

x Starfire X


A http://www.wolflore.net/viewtopic.php?f=83&t=1176 version that JH2011 requested that removes the Dark Brotherhood and vampires from cities and all NPCs from the wilderness except for pilgrims near The Fields of Kumma and the Koal Cave.

From the previous thread:

I just checked the readme and Starfire had this to say in her Credits section:

You are free to create tweaks and addon packs to this mod just give neo the credit he is due for the scripts.


So I think a German translation would be welcomed, Sister.
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