It seem's you and I are on parallel paths only mine is geared more for companions then npc's.but what is the difference really I could just as easily use npc's. are you using tokens for your engine? have you had much luck with the package comands in OBSE ? currently I'm useing a persistent object and moving it around.I'm starting to work on the AI so eventually I can have companion's with jobs and that sort of thing. I doubt if I'm going to be as nice to them as you would be. I have a bit of a dark side.
The NPC 'engine' I am working on has all decisions and controls in scripts and arrays. It is pretty much independent of the NPC itself. Meaning: the NPCs have a virtual life that happens even if the NPC is not loaded. Only if the NPC gets loaded (player gets close), the engine will take actions to actually make the NPC perform what he is supposed to do. This is done mostly with AddScriptPackage adding the proper AI package from a multitude of predefined AI packages.
For example, using the aforementioned armory, the guard will [virtually] go to the armory when he goes on duty and select the best armor he can find there. This will happen even if the player is at the other side of the map and the NPC is never loaded. When the player goes back to town and meets him, the guard will be wearing the chosen armor. Same thing if he buys things or interacts with other NPCs.
I do use a few tokens in a few situations where I need a frame-by-frame control over the NPC (e.g. a dancer on stage). But I am trying to avoid tokens because, in this particular development, I am trying to avoid GameMode blocks as much as I can (mostly as a self imposed academic challenge that anything else). The whole mod has just one [very light] gamemode block running all the time. Except a few very specific situations, everything else is event driven.
I intend to release this engine (within a side-mod created for this development) before the end of the year with a full description of the concepts used. Meanwhile, feel free to ask for any particular elaboration you may be interested in.
I did use OBSE's SetPackageTarget for a while and it seemed to work fine, but later I changed my approach and I am not using this function anymore.
well for the beginning i think it would be fun as well as unique if the player would be heading lets to morrowind by ship and a lightning storm comes/ a sea monster attacks the vessel and you and a big part of the crew get stranded. Since you are/look the most fitting to be a leader you start to build your settlement. after a while you have a vilage and then your people build a ship or your town magician finds a way to teleport to cyrodil or a nearby ship spots you. And so you start trading with the outside world.
ps. those places where i mentioned with several possibilities could depend on the type of your character and his actions. lets say you get in a fight when in the ship. you throw a man out of the ship and it attracts *insert wickedly awesome sea monster here*. or if you are lazy controlling your town you will have to wait longer for the economics phase to occur because you didn't invest in research
Yes, I do like the Shipwreck + Desert Island start, but we would have to have a way to increase population way before we get the ability to build ships, or even boats. One possibility, as you say, are passing-by ships with crew that could be hired/recruited.
Other types of start, where the player goes to the island on purpose, will also have to have an explanation for the required steady flow of recruits.
pps. it would be even more awesome if the island would be an exotic one. palm trees and stuff like that
This would be my preference, too.
ppps. fallout 3 has a similar mod which lets you too create your own settlement and do economics with the bigger cities
So I've heard. But I don't have FO3.