Living Cities Of Vvardenfell

Posted on  by  admin
Living Cities Of Vvardenfell Average ratng: 6,4/10 9411 reviews

Companion Projectv1.3A companion 'template' that can be used as is, or to build your own.TribunalrequiredTRIBUNAL ONLY!!!New version 1.3:)Not much new.:(-changed her ID in the editor to aacompanion so she shows up at the top of the NPC list (actually, she's the third one down).-Got rid of the potions section (redundant because Tribunal already does this).-Added a new topic: Combat. You can now tell her how you want her to conduct herself during combat. There are four choices:Use melee- Will only use melee weapons (swords, etc.)Use ranged- Will only use ranged weapons (bows, etc.)Use what I use- Will use whatever the player uses (mainly for fighter type players)Use what you like- This allows the game engine to decideIt should be understood that companion will need the appropriate weapons in inventory for these choices to be effective.-Fixed and moved the Marksman portion of the script out of the main script (now called CompanionCombat). Did this so it would work correctly with the new 'Combat' topic.

BTW, if you are casting spells, there are a couple of lines added to this (CompanionCombat) script that will cause companion to use whatever the game engine deems appropriate. She will function the same in this mode as she does in the 'As you wish' mode if you are casting. I know this sounds redundant, but I'm not entirely sure how the engine would handle a situation like this (telling her to mimic the player's usage of weapons when the player isn't using weapons), so this should prevent any problems.Summary (for this marksman section):Use spells, and the game engine (and what's in her inventory) are the determining factors.Switch from spells to melee, and she'll use melee.Switch from spells to ranged and she'll use ranged.-Dumped the leveled spells.

Would suggest that if you want her to use spells that you simply add them in her spells tab on her properties sheet during creation. The following is what Emma has to say about this:'As for making her use the right spells: put them in her spell inventory.

“Due to the city’s nature as a river-based trade hub, the Balmoran Hlaalu dialect carries more than a little of the junk-trader’s drawl from the southern estuaries, as well as the faintest lingering traces of ancient Redoran inflection amongst the city’s elderly, owing to the city’s former status as a Redoran seat of power. Understanding the Living Gods. Seyda Neen docks. Volrina’s Notes. Inside the Dwemer ruin Galom Daeus. Vvardenfell Flora and Fauna. Right by Nilthog’s Hollow. Warming to Miners. Inside Vassir-Didanat Mine. Wise-woman’s Journal Page. Ashlander camp SE of Molag Mar. Part of An Armiger’s Duty quest. Halls of Fabrication Books.

Put the spell you want her to use (the most (my edit)) at the very top of the spell list. Then, she will use this spell until she hasn't enough mana and thereby is forced to use a weaker spell.' -Added some things that were included in Emma's new 'Laura' companion mod.

A couple of new lines to the levitation section based on an original idea by 'The Other Felix' that causes her to fall with the player if the player's spell/potion/whatever expires, and also allows her to 'break' during combat while levitating. Thank's go to Emma for permission to use this stuff.-Changed the readme accordingly.This is something I've been working on for some time now, and thought I would go ahead and release it.Please take the time to read this document. I hope you will find it informative.Installation instructions are in the 'Other notes' section at the bottom of this document (before the script).

Veiled attempt to get you to read this stuff.I did this 'companion' in a very 'generic' manner for a couple of reasons. First, I hope the script will intrest a few people.

Portions of it Have been seen in Emma's gf/bf mod. Second, I know a lot of people would like to try their hand at creating their own companion, so this is your big chance.She is playable 'as is' (very, as a matter of fact (I use my own version of this all the time)), but I still look on this as a 'work in progress'.I'm going to shoot some credits right off the top here. Not in any particular order.-UlfGeir for his 'Slave Warrior Jessica' mod which was my impetus for this one-Emma of gf/bf fame whose suggestions, continued support, and eventual use of some of this stuff helped tremendously (great gal, too)-Devlor for his great assistance and great suggestions. 'Companion Project' style companion 'template', but newer version.Tribunal and/or BloodmoonrequiredThis mod requires at least Tribunal to function. It should work equally well with just Bloodmoon though (or both).Please Read this. There is information in this about the mod that you'll probably want to know.Changes from 3.0-I have removed the second script text file that was included with the original and added a short tutorial to this readme for those who wish to create companions for release using this mod.

The script in the text file was bugged a bit, and a couple of people had problems with it. Hopefully the tutorial in the 'Misc.' Section below will simplify the process a bit.One guffaw with the 'one time move' section has been fixed.Another modder's resource type of mod as is the earlier Companion Project mod.Gives you a companion base from which to either create your own companion, or use in part or whole in the creation of your own mods.Basically a more refined version of the Cally/Gabran (C/G) script that uses a different style of warping, but set up in a similar manner to the original 'Companion Project' mod, although this script is not commented as was the one in CP. This one uses a newer 'quick-warp' scheme that places the companion roughly 17 virtual feet behind the player when a warp occurs. C/G mods placed the companion less than one virtual foot from the player.

Living Cities Of Vvardenfell

Reason for this change is to make warping less noticeable during gameplay.I also used a 'ForceRun' section in the C/G scripts to minimize warping. Worked fine, but made them look terrible if used with other companions (they looked like they were on a pogo-stick).

I was able to eliminate that problem with this newer warping system, so this one will behave more like a typical companion when used with other companion mods.The original 'Companion Project' warping system used a delayed warp, meaning that a period of time had to expire before the companion warped (8 seconds). On occasion, if the script had not timed out, it was possible for the player to loose the companion if they were too far from teleport types of devices (doors most notably) when/if the player activated such devices. Problem here was that you needed to turn and insure that companion was close enough every time you used a teleport device.This mod is similar to the C/G mods in that it uses a 'quick-warp' scheme to eliminate any delay during normal wandering.

In other words, if a CP companion got stuck, you would have to wait a few seconds for the warp to occur whenever a warp became necessary. This one has no delay during normal wandering, meaning you can play the game without having to constantly check to insure that companion is close enough to accompany you through a door, siltstrider, etc.Rough guess on the maximum distance that a companion can be from a teleport device for a successful teleport is 1000+ game units (near 50 virtual feet).

I've tested it out to 900gu without problems and this companion should never be farther than 700gu from the player with the possible exception being during combat, eliminating this possible loss at doors, etc.Two possible cases where you can loose this one: If you activate a teleport device during combat and companion is too far away (warping is disabled during combat), or if you should do the same shortly after combat (a six second timer is used here to allow the companion enough time to rejoin after combat is over). I should like to think these two instances would be extremely rare.

To save confusion, this mod does employ a timed warp as does CP, but only after combat. During normal wandering the quick-warp system is used, so there are actually two different systems in use here.Next thing to fix to insure good following ability was a minor problem of them leaving their weapons out after combat was over. 'GetWeaponDrawn' is the script function used to disable warping during combat (you don't want them to warp during combat.), so if they leave their weapon out after combat is over, warping is essentially broken.

This is a known game bug. Although this doesn't occur often, it does happen, and when it does, you can loose the companion if you don't notice it.Section of script for 'auto-sheathing' of all weapons is used to fix this. This section uses the sounds that weapons make when swung or shot to check and see if combat is over. If no weapon sounds are heard after a 4 second interval, a short section of script runs that equips a silver dagger, and when this happens the companion correctly sheathes their weapon (dagger is immediately removed from inventory after this event). This was used in the C/G mods, but was done for melee and thrown weapons only. Bow and crossbow sounds have been added to this one, meaning that all weapons are now covered by this 'auto-sheathe' section.Slight hitch: If companion has to move a distance that takes longer than the defned 4 seconds to enter combat, the auto-sheathe will fire. In-game, this will look like they have broken stride and that's about it.

They will re-draw their weapon and continue pursuit. On a really long run, they can do this a couple of times, but it does not affect their performance during this event, and they will successfully engage the opponent. Like I said, just looks like a missed step if you see it.I have to shut this auto-sheathe off during levitation as well. Because of this 4 second timer, they will continually reset to the player's 'z' axis if they attempt to enter combat. If they should happen to leave their weapon out after combat while levitating, there is a command in the 'combat' section of dialog to get them to sheathe.Upshot here is that this companion should be very near 100% in following ability, but act more like 'normal' companions in compairison to the C/G mods. Given this, you can now turn more of your attention to the game instead of having to check on companion all of the time to insure that they are following correctly.Probably the best thing about this version that will affect modders who would want to use this in their own mods is that I have put everything into two scripts: One main script, and one leveling script. I've heard from some who are not enamored with the leveling script I've used, so I thought this the best way to go about it.

Also, the C/G mods used several sub-scripts to accomplish a few things, making it difficult to apply to other companions. This mod has beenupdated with a 'Fargoth-correction' by TESPIS. In Grumpy's originalversion, it was almost impossible to catch Fargoth in order to do theinitial ring-quest in Seyda Neen. This has now been cured.This is a fairly simple mod that basically disables NPCs at various times of the day (mostly night).Ambiance only. Don't confuse this with the 'Living Cities of Vardenfall' mod. It is nowhere near as extensive in scope as that mod is.

Difference is that LCoV was never completed (about half the towns were done and several of the Vivec cantons) while this mod encompasses all towns and a all Vivec cantons (plazas and waistworks only).This mod affects 56 cells on the main island of Morrowind. No NPCs are directly affected (no scripting on the NPCs themselves). The scheduling is accomplised via activators placed in the appropriate cells, so this mod should be safe to remove from a save if you don't care for it.I did add a few extra guards to watch over the tables of the exterior vendors while they are disabled.

They are scheduled to appear when the vendors are disabled, and disable when the vendors are enabled.Mod should schedule all exterior NPCs on the main island in towns and cities, and also interior NPCs in the Vivec cantons only. I didn't do any of the 'walkers' around the Daedric shrines, nor any around the (whatever) stronghold places. House strongholds are not affected either. There are also two couples that are mearly disabled after the completion of their associated quests. One couple outside of Ald-ruhn, and another couple south of Ald Velothi. There were a couple of NPCs that I didn't schedule due to quest involvement.

Living cities of vvardenfell

Work-arounds seemed too complicated, so you'll just have to suffer through those.:)This mod uses LOS (Line Of Sight) to disable the NPCs. CellChanged seemed to me to not work well here under certain circumstances, so on occasion you will see NPCs when they should be disabled, but they will then disable as soon as you loose LOS on them.Did cursory testing only on this due to it's scope. Same script is used throughout the mod though, so if it works in one cell, it should work in all.Had a fellow by the name of 'harborgolfer' who said he probably wouldn't care for something like this if it sapped his frame rate too bad (already had a lot of mods loaded). He did a test on an earlier version and noted no appreciable fps drop.

Same thing I've seen.I strongly recommend that you download and use LDones 'Nighttime Door Locks-LD 1.1a' to enhance the effect. Get it here:Useage:I'll consider this 'modders resource' or template material. If you wish to expand on this or completely redo it, feel free. But be very aware this is TOTALLY tedious stuff.

Morrowind living cities of vvardenfell

Hopefully the 'leg work' has been completed here for someone else to expand on.Would mention that MaxakaNobody has created an excellent tool for schedulingthat makes it pretty much a no-brainer (no scripting knowledge necessary). You can find that here:(requires VB6 runtime files)See thread here for details:Installation:Unzip to your 'C:Program FilesBethesda SoftworksMorrowindData Files' folder and then enable on the Morrowind launcer splash screen.

Morrowind Living Cities Of Vvardenfell

Hand placement of the single file is acceptable as well.Beta for a reason.If you see any glaring, major errors, please contact me at the Bethesda offical forums (PM), or email me at dot350@abelink.com.Probably won't do any upgrades of this as the sheer boredom this mod has caused in me has. Let's just say there aren't going to be any upgrades unless major errors are reported (then I'll be about as likely to pull it as fix it.).Most boring mod I've ever done.

Coments are closed