[WIP] Starfire Over Telvannis

Post » Wed Aug 18, 2010 5:11 am

I may just do that.
User avatar
Miss Hayley
 
Posts: 3414
Joined: Tue Jun 27, 2006 2:31 am

Post » Tue Aug 17, 2010 10:01 pm

Does TR add any new armor, weapons or clothes? If so I could try and teach you how to make your own npcs with the added armor etc so that they blend in with the TR maps.

How would I go about adding such NPCs?

Double post, oh well.
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Wed Aug 18, 2010 2:08 am

How would I go about adding such NPCs?

Double post, oh well.


Ok lets say for example you want to make a new class with some new clothing from TR.

Firstly I would decide on what the new class is going to be called and what its stats are and then make the new class. So for this example the new class would be TRcommoner.

Next you need to make the npcs. Now you can make as many or as little as you like but the more you make then the more variety people will see. I usually make 20 npcs for each race (10 male and 10 female) but you don't have to make that many seeing as this can be a bit soul destroying. Try to use different combos of hair and faces for each npc you make. Also importantly give all you npcs ID's that will make them easy to organise and find. For example.....

Blade_TRcommoner_Delf_Male_01 ( "Blade" is your tag, "TRcommoner" is the class, "Delf" is the race of the npc, "Male" is the six of the npc obv, and "01" is that npcs unique number )

Right so now you have your npcs you need to make it so they spawn in relevant random TR clothing and items. So you need to make some "leveled item" lists for you npcs. So go to that tab and create a new list with an ID that relates to the new class you have made and what items are going to go into the list. For example you create a new list called.....

Blade_TRcommoner_Shirts

then once you have created the list you have to fill it with all the TR shirts that you want the commoners to have a chance of wearing by dragging and dropping them into the list. Once the list is full you then open up your saved npcs one by one (a pain I know) and drag and drop the leveled item list ( which we called Blade_TRcommoner_Shirts) into the inventory of the npc. They will now spawn wearing a random shirt from the list. Now repeat this last step but instead make leveled item lists for the classes pants, weapons and loot.

Once this is all done you must then create a spawn point for your new NPC class. You do this by creating a new leveled creature list. For example.....

Blade_TRconmmoner

now drag all you created npcs across into this new leveled creature list. Congratulations if you place this leveled creature list now in the game world it will act as a spawn point for you new npcs who will spawn with random gear from TR. There are other things you can do now to make the npc's blend in such as controlling the chances of them or the various items on them spawning, or give the npc's all unique lore friendly names. Also you can give the npcs a variety of unique dialogue.

Hope that helps or at least gives you a vague idea of how to make your own npc's ( Also anyone else who fancies making an add on for my mod... it could always use an add on that adds some more classes )
User avatar
Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Wed Aug 18, 2010 6:42 am

Thanks for that. I'll add some in the future. I noticed your lack of a Telvanni Guard set, and what with the (IMO) really epic armor some of their guards have, you see where I'm going with this.

-UPDATE-

Version .4 uploaded, adds Tel Ouada. Enjoy!
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Wed Aug 18, 2010 9:00 am

Thanks for that. I'll add some in the future. I noticed your lack of a Telvanni Guard set, and what with the (IMO) really epic armor some of their guards have, you see where I'm going with this.

-UPDATE-

Version .4 uploaded, adds Tel Ouada. Enjoy!


Hehe well I plan to refine my mod and perhaps add a few new classes into the mix... so I see no reason why the update couldn't add some Telvanni guards :)
User avatar
Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

Post » Tue Aug 17, 2010 10:06 pm

They'd be missing the, and I quote myself, "really epic" armor some wear in TR, but I suppose it couldn't hurt. I'll try adding a class or two myself.
BTW, who anyone who might care, the next settlement to be worked upon will be Ranyon-Ruhn, one of my personal favorite cities of TR, though I am yet to see Necrom. Speaking of which, is Necrom even in map 2? (Yeah, I'm kinds highjacking my own thread here...)
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Wed Aug 18, 2010 4:44 am

Speaking of which, is Necrom even in map 2? (Yeah, I'm kinds highjacking my own thread here...)

Nope, it will appear in map 3 (though I think it was meant to be in map 2 at first, later they changed the maps a bit).
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Wed Aug 18, 2010 1:19 am

Necrom is slated to be in the next release of TR, IIRC. You will not be disappointed. :) Being a TR modder, I've been there. It's awesome!

Edit: Look in http://tamriel-rebuilt.org/forum/viewtopic.php?t=22200. :)
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Wed Aug 18, 2010 1:51 am

First off, thanks for that, kiteflyer. To think I have been thinking this would be 6 maps, when in reality it is eight.

Secondly, Starfire, if I wanted an NPC to spawn with a specific set of armor, but if the leveled lists contain multiple varieties of armor, how does that work? Will I need an individual leveled list consisting of 1 piece of a specific set of armor to accomplish that? Or just give that specific NPC what I want it to have (seeing as it is a guard, I don't see much room for variety on armor, clothing, however, could just be used with your method, as the clothing generally is unseen under the armor)

If that rant made any sense whatsoever, please assist me.
User avatar
Robert
 
Posts: 3394
Joined: Sun Sep 02, 2007 5:58 am

Post » Wed Aug 18, 2010 12:12 pm

First off, thanks for that, kiteflyer. To think I have been thinking this would be 6 maps, when in reality it is eight.

Secondly, Starfire, if I wanted an NPC to spawn with a specific set of armor, but if the leveled lists contain multiple varieties of armor, how does that work? Will I need an individual leveled list consisting of 1 piece of a specific set of armor to accomplish that? Or just give that specific NPC what I want it to have (seeing as it is a guard, I don't see much room for variety on armor, clothing, however, could just be used with your method, as the clothing generally is unseen under the armor)

If that rant made any sense whatsoever, please assist me.


That's the biggest pain in the way i randomize my npc's. You can' randomize whole sets of armor or clothing... If you want an npc to always be wearing a full set you will have to make a whole class dedicated to that set. For example in my mod. Knights who spawn in ebony armor have their own separate class from the randomized knights who spawn with all sorted armor parts.

Edit: for guards as you said they can be quite boring as the armor doesn't really change... To make them more interesting and varied I change the percentage chance of them spawning with different weapons, shields ( tower, normal or none ) and helms ( helm or none ). This along side a varied loot table will give some life to npc's who's armor isn't going to change much... also tho you can't see it in my mod under the armor the guards actual clothes are still highly randomized.
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Wed Aug 18, 2010 12:58 pm

Yeah, I did that with the helms, 20% chance of none, 80 divided by 3 (some decimal)% chance of 1 of three helms. Still trying to find a suitable weapon set: so far it is either a steel claymore or a steel longsword, might add a katana or something maybe a ranged weapon.
User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Wed Aug 18, 2010 9:56 am

Double Post, but with good reason:

-Meaningful Update-
While no additional progress has been made on settlements, I have added a class of Telvanni Guards, this may not sound like much, but I can add NPCs now. Anyways, with that, and my knowledge that the F key allows one to immediately drop an object onto the static beneath it, I continue my work (and my Geometry homework, which I really ought go and finish.)
User avatar
Yvonne Gruening
 
Posts: 3503
Joined: Mon Apr 23, 2007 7:31 pm

Post » Wed Aug 18, 2010 12:26 am

*UT2004 Announcer voice*
Triple post!
/endvoice

version .5
CHANGELOG
-Removed one of Starfire's traders in Tel Ouada, as the guar was getting in the way of things.
-Added mah Guardz!one1!
-Add Ranyon-Ruhn and Tel Aranyon, the nearby tower (just on the overlook)

Upload? Suggestions? Comments? Anything to break my string of posts?
EDIT: Version .5 uploaded. Enjoy.
Next Up: Lolthanis, seeing as it isn't marked on the map I use as reference, I'll get it out of the way now/
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Wed Aug 18, 2010 6:54 am

I'll toss some suggestions when I can, but I think this is a fantastic idea, and hope very much you keep it going moving forward (or toss it off to someone to carry on if you drop off it). I keep grabbing the updated files and will be trying them out on my install once I get it on the PC.
User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Wed Aug 18, 2010 10:04 am

Are you using lore correct names? I think it might be a tad harder to do in TR as opposed to MW itself, but I must know..
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Tue Aug 17, 2010 11:03 pm

You can use http://www.tamriel-rebuilt.org/?p=modding_data/ngen Name Generator from the TR site to give your NPC's various lore-correct names. I'd suggest changing the spelling on some names slightly, as this generator is also used by SF's original mod and TR, and you could end up with duplicate names.
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Wed Aug 18, 2010 4:31 am

Well, so far I've only been adding guards, so they are just generically named "Telvanni Guard," but if I decide to add more NPC types (again, suggestion are welcome) I use that name generator to find base names which can then be slightly altered. Thanks for that. Also, TtTIF (Thank the Tribunal It's Friday)
-EDIT-
Llothanis is finished, or so I believe. The 3-D nature of Telvanni cities might lead to a few untouched areas, but oh well. It will be up soon, just a few more things to add.
-EDIT 2-
Version .6 uploaded.
User avatar
CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm

Post » Wed Aug 18, 2010 3:35 pm

Double post, but whatever.

-Slight Update-
Progress has slowed (read: stopped) for the time being. Trying to start working for TR (and exams) has tied me down. If I do end up getting in on TR, I can plan ahead (waaaaaaaay ahead, like map 4, in some cases,) Which will speed things up. In the meantime, I might get a bit done on this (planning to add more to Llothanis, from there I'm not sure where I go next, maybe Gah Oudaruhn) But that's the plan. In 9 days, I will have much more time, due to clases bing finished.
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Wed Aug 18, 2010 12:54 pm

T-T-T-Triple Post!

Exams have ended, so expect an actual substantive update soon.
User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Wed Aug 18, 2010 2:18 am

Good luck Blade and thanks again. :)
User avatar
Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Wed Aug 18, 2010 2:24 pm

Why, thank you.
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Wed Aug 18, 2010 5:00 am

Double post, but with reason.

By the Grace of ALMSIVI, I present version .7
-Gah Sadrith added
-Llothanis improved

I'm uploading it as I type.
User avatar
Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Wed Aug 18, 2010 4:48 am

Very nice
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Wed Aug 18, 2010 2:53 am

IMMA FIRIN' MAH PROGRESS LAZOR!!!one! (I apologize for that)
Ashamul and Hla Bulor added. Of course, due to the size of these places, only 2 NPCs were added to either one, as Ashamul is mostly underground, and Hla Bulor is an area with three shacks, so I don't believe an update is justified as of yet. So...

.8 Partial changelog:
Two aforementioned settlements added.

As always, suggestions, ideas, and comments are welcome.

-Blade117
User avatar
Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Wed Aug 18, 2010 1:17 pm

Double post, with reason.
-UPDATE-
Started work on Port Telvannis (which, due to its' 947653 different layers, scares me to even look at in the CS)
User avatar
meghan lock
 
Posts: 3451
Joined: Thu Jan 11, 2007 10:26 pm

PreviousNext

Return to III - Morrowind