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chrismcelroy1

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  1. It confirms what I was saying, but also brings up another question I'll have to test for unless someone already knows and can help. If I want a chance for 200 arrows to show up in a random list, do I just add the type of arrows once and put 200 next to it, or does that 200 mean the level and not the quantity?
  2. Thanks Oblivionaddicted I appreciate the response. What I learned was that if I add 10 of a leveled list to the merchant's inventory and select yes for check each item on the leveled list, it gives them 10 separate items from the list. If you set check as no, then it will add 10 of the same item to their inventory.
  3. Trying to create more people who buy and sell stuff, like hunters, farmers, and herders selling hides, meat, etc., some items from other mods. What's the easiest way to add a few items for them to sell? I created a leveled list to add to their inventory, thinking they would pull multiple items from the list, but they only pull 1 item and the number of that item that I put in, like -10 of the same item. If they only carry 10 items, do I have to make a separate leveled list for each item and the chance of it appearing? Do I have to add the items directly without leveled lists? I'm creating a lot of them and want other merchants to sell items from other mods. Looking for the easiest way to do this. Suggestions?
  4. Which Bob's Armory? Old on the bitter coast or the tower in Pelagiad?
  5. I'm currently building a large mod. Calling it MNPCE, Morrowind NPCs Expanded. I'm not changing any existing characters, classes, races or factions whatsoever. I've created 33 new classes and some new factions, none of which are playable, strictly for NPCs. I'm adding all new NPCs that will have these classes and/or factions. All items that are being added are also being given unique IDs. I really could use some help with the icons and such for those items since I have no idea how to do graphics. I'm having to use existing files for as icons, textures and meshes for the new items. I'd really like to have custom files instead. I'm adding a ton of dialog based on faction and/or class for my new NPCs. This includes their own set of rumors, secrets and advice. Includes backgrounds, my trade, etc. Each has about 20 greetings based on random 100, what you might be carrying, etc. Those lead to new topics and to the existing topics appropriate for that class and character. I could use more rumors, advice, and little secrets. The issue I have with most mods is that each character in the mod has like 1 or 2 greetings and even though you talk to them several times, they still go back to introducing themselves and telling you what they do. For me, if you're going to create a character, take the time to give them enough dialog so that you might want to talk to them again at some point. The other is the fact that "talked to pc" = 0 doesn't really work very well. In some instances I've replaced that with adding a "token" to your inventory to indicate that you've spoken with that character. Only for the important NPCs though, otherwise it would fill your inventory with tokens. With others I've made their greetings indicate that you have spoken before and the only thing you miss is they don't introduce themselves that one time that you would normally have that greeting. Other advice on handling those issues is welcome. I'm willing to make changes. Just using what I've learned so far. There has been no scripting. Everything is controlled by dialog. I don't do scripts either. Just dialog. I'm creating a second mod extension for adult content. So those that don't want it, don't have it, those that do want it, activate both mods. The adult version also adds a few new classes and factions and even more NPCs. I plan to carefully place these NPCs into the game manually. The way I'm doing this, there should be no conflict with any other dialog mod or even one that places more NPCs in the game. Some new features are once you have completed the "blood bath" at the council club, Camonna Tong Members are now your enemies. Doesn't mean they attack on sight, but their dialog with you is much more interesting and there is a chance you will get into a fight with them. There are some who will attack you. There's a contract on your head. Another is restructuring how drugs are dealt with. Many different reactions to skooma and moon sugar, new drugs introduced. You can even sell drugs. There are addicts who will buy, sell or trade almost anything for them. You can re-supply yourself with more drugs to sell from dealers. You buy them for half of what you sell them for in general. I really need new graphics for the drugs and paraphernalia. There are butlers, maids and cooks. There are 2 types of bounty hunters, one more ethical than the other. Common and Noble Couples. Drunks, Dealers, Fences. Entertainers rather than Bards. New Guards, 2 types. 1 fairly normal, but new dialog and not gonna all have the same face. The other much easier to bribe and he might even sell you something from the evidence room. New Hunters that will cause you to see more of them out there. Always thought there should be more of them. New Merchants, plus some of these NPCs buy and sell stuff and restock and have enough gold to actually buy something. Not over the top, but some of them have 5000 gold. So many mods add expensive stuff and nowhere to sell it. There are Repairmen instead of Smiths and they are better than Smiths in that they repair and enchant weapons and armor. And last but not least, there are more bandits. But my bandits are much smarter than those I've encountered with other mods. For one thing, one lone bandit attacking you and your three companions head on won't be happening. Well not much if it does. They travel in pairs and groups. You might encounter one and his buddies may be hiding nearby. They might be in the trees or hiding behind rocks waiting to ambush you. You might even encounter a lone female on the road who lures you into a trap by spawning her bandit buddies. I can use more ideas for classes and factions and new NPCs as well as how some of those I mentioned could interact. My main goal is to do this mostly with dialog and very little if any scripting and not to make it dependent on more than just Morrowind and Tribunal and to make sure all items and NPCs have unique IDs and dialog to reduce any chance of conflicts. Also not to interfere with any vanilla or modded quests. The NPCs that are already there or have been altered by a player's mods all have their own purpose. These new NPCs are mostly intended to make the game interesting again to those that have played Morrowind for a long time and are bored with the same dialog. Sort of a game within the game without altering anything that already exists. One area of concern is without making it dependent on other mods, the new NPCs will have the very vanilla faces that come with MW. So, I would love it if Illy's faces or Morrowind Makeover or something could be integrated somehow or even new faces for this mod. I don't know how to accomplish that. So again, I need help with that. There are some new travelers, but I don't have them scripted, so not perfect there. They won't have made any progress since the last time you saw them. LOL. So I could use some help there as well. I'm committed to finishing this and even providing support to flush out any bugs that get reported. When I'm done I plan to test it thoroughly as well as ask some people to beta test it before offering it for download. I've made a lot of dialog mods for myself, edited the dialog for almost every mod I've used and I run my game with almost the limit. I have 250 mods in my game and I've been able to make my dialog work just fine without too many conflicts and I've learned to solve the conflicts from my own mods and those I've downloaded and added to my game. Any advice or help on this project is very welcome. My email is [email protected] if you're interested in helping.
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