-
Posts
55 -
Joined
-
Last visited
Nexus Mods Profile
About cyran0

Profile Fields
-
Country
United States
Recent Profile Visitors
3206 profile views
cyran0's Achievements
-
Upon reflect this does not astonish me. It appears that map markers (if I may be excused for applying that term to Morrowind) are associated with named world cells, such as settlements, citadels within the Ghostfence and other specific quest destinations. To create the mod you describe all cells that contain a POI (point of interest?) would need to be renamed with the name of the cavern or ancestral tomb located in that cell. As a modder, I'm horrorstruck by the idea that the official cell names that I've come to depend upon as eternal could change and foil my carefully crafted plans. Moreover, if more than one POI is located in the same external cell only one of them could be represented on the world map. World map locations are identified by script or when visited. They do not indicate that the location has been cleared. Seyda Neen is marked on my world map long before I have murdered everyone in the town and taken all their possessions. As Che Guevara pointed out there are existing ways of indicating on the player's map that a location has be explored, although these can be created/read only on the local map. Other clever approaches players use is to drop an item in front of the entrance or use Chalkā¢ to mark an 'X' on the door. Of course, one can always write the name of the location on a piece of paper.
-
I puzzled over that one myself. No, it's not one of ours. When my search for it came up empty I concluded that it was probably the result of using a merged-whathaveyou tool, and your origin clue seems to confirm that. If it is such a 'patch' logically, it should load after the mods it affects. If changing the load order of the LGNPC mods resolves the issue, I would appreciate it if you would let me know.
- 10 replies
-
Jo_MorvaynGlobal is from LGNPC Pax Redoran and so I expect all of the topic "EMPTY" messages relating to Morvayn Manor are associated with that mod. I've examined Pax Redoran in the editor, again. There are no topics "EMPTY". I cannot reproduce those errors when I start Morrowind with Pax Redoran loaded. I've generated "EMPTY" topics during work on mods after creating a new topic. It sorts itself out after saving, reloading, and resaving the mod in the editor. I've read that the error can be generated by load order conflicts, but I cannot confirm this. I have noticed that you have other LGNPC installments loading after Pax Redoran. We advise loading Pax Redoran after all other LGNPC modules. However, if mlox advises the order you are using I suppose it knows what it's doing. max_avovando_paid is from LGNPC Aldruhn (the original file, not the supplement). I suspect (I don't recall) that it was a local variable in a script we added to Avo Vando. We have since suspended such practices and cleaned away all such changes to official NPCs in Ald'ruhn in order to avoid conflicts with other mods. However, that variable is referenced in three lines of dialogue under the topic 'House Redoran'. Those lines are filtered in such a way that it is impossible for the player to ever read them. That does not prevent the game from generating the error upon loading - although the dialogue topic is not "EMPTY". We will clean those dialogue entries from the mod permanently from the next update of LGNPC Aldruhn. For now, it is a harmless warning.
- 10 replies
-
PC Class specific Dialogue
cyran0 replied to Eluwil's topic in Morrowind's Construction Set and Modders
The filters 'Class' and 'Not Class' refer to the speaker's class, not the PC's. There are no dialogue filters that reference the player's class. Whether the player creates a custom class during character generation or chooses the class you newly created in your mod (assuming that is your approach), no filtering of the greeting by class is required - it is understood that the player is that class, or there is no need to load the mod in the first place. -
All NPC's backgrounds: "I am an Imperial guard."
cyran0 replied to Macbone's topic in Morrowind's Troubleshooting
I'm looking at Cyrodiil_main.esm right now and I don't see that it should produce this error. The original entry is where it should be and properly filtered for Imperial Guards, and there are no new entries with that text. This bug was reported in January of this year - both here and posted at the mod's download page. It was not acknowledged by anyone associated with the project. However, the archive was updated in February. Using the currently available version, I was unable to produce the error. Perhaps your friend is using an out-of-date file. -
Need some help with script
cyran0 replied to Eyeseezya's topic in Morrowind's Construction Set and Modders
You're welcome. Sometimes it just takes a pair of fresh eyes. The first was just a copy and paste error without making the proper adjustment for the different circumstances. The second was just your subconscious telling you that it would run more efficiently with a series of elseifs. -
Need some help with script
cyran0 replied to Eyeseezya's topic in Morrowind's Construction Set and Modders
There are two critical issues that I see: if ( starblessing == 0 ) if ( GameHour > 20 ) if ( GameHour < 6 ) ;hour is 6 to 8 AM set starblessing to 1 Messagebox "Underneath the stars, you feel the staff of silyanorn swell with their power.'" endif endif endif GameHour > 20 and GameHouse < 6 are mutually exclusive. It is impossible to satisfy both of these conditions at the same time. Therefore, starblessing is never set to 1 and you spells cannot be added. What you want is: if ( starblessing == 0 ) if ( GameHour > 20 ) ; evening/night set starblessing to 1 Messagebox "Underneath the stars, you feel the staff of silyanorn swell with their power.'" elseif ( GameHour < 6 ) ; night/early morning set starblessing to 1 Messagebox "Underneath the stars, you feel the staff of silyanorn swell with their power.'" endif endif The other issue occurs after starblessing is set to 1 elseif ( starmonth == 3 ) Player->Addspell "LaW_Staff_Mage_Blessing" ;the Mage endif This creates the structure: if ( starblessing == 1 ) if ( starmonth == 0 ) endif if ( starmonth == 1 ) endif if ( starmonth == 2 ) endif elseif ( starmonth == 3 ) endif if ( starmonth == 4 ) endif if ( starmonth == 5 ) endif if ( starmonth == 6 ) endif if ( starmonth == 7 ) endif if ( starmonth == 8 ) endif if ( starmonth == 9 ) endif if ( starmonth == 10 ) endif if ( starmonth == 11 ) endif This terminates the starblessing == 1 logical block before the end and sets up the remaining months to operate independently. You want if ( starmonth == 3 ), or make all of them elseif after starmonth == 0 and eliminate all of the endifs (except for the last, of course). Lesser issues: if ( staffOut == 0 ) if ( Player->GetItemCount "LaW_Staff_Light" > 0 ) Player->RemoveItem "LaW_Staff_Light" 1 set addOnce to 0 endif endif Add an addOnce == 1 check so the script is not doing an item count every frame. Similarly, you are removing spells every frame that starblessing == 0 is true. You could introduce a doOnce condition to prevent that from happening. There may be other ways of tightening up your code, but I have to run (literally). -
Yes and no. Bethesda gave Telvanni guards (both versions) a medium armor skill of 7. Their heavy armor skill is 75. Sharpshooters have a medium armor skill of 60 (heavy armor is 20), but they are two levels lower than the guards. Whether it was a momentary lapse of memory that bonemold is medium armor, just an entry error, or something else, it's the reason that the bonemold cuirass doesn't fit them very well. That in itself doesn't make for naked guards. My brief research into the matter cites BTB's game improvements as the culprit. It was reported to change game settings that make NPCs more strongly favor armor commensurate with their skill. The result is naked guards (Telvanni got to be free). It is easy to understand how this escaped BTB's detection. Those of us who have been around long enough can recall BTB boasting about how he had never played Morrowind. That is why I don't have any firsthand knowledge of his mod. That this is relevant at all is speculation on my part. Slicevicious has not provided any details of his/her mod list. I checked, and the Patch for Purists doesn't make any change to the armor skills of the Telvanni guards. It is reasonable to suppose that none of the other unofficial patched address the matter. Anyway, I've give Slicevicious one more day to claim his/her prize before I take it down.
-
I can't say this will solve your issue. My Telvanni guards come fully clothed so I cannot test it. I am not certain what information about the guards is preserved in your saved game's record. Sometimes changes to official NPCs don't 'take' because they are over-written when the save loads (always last). If that is a problem, you could try to clean your save. Those spawned from lists might be fine, but you may have to kill the existing spawn for public indecency to trigger his/her replacement. There is the matter that Telvanni guards will no longer behave as guards since they are warriors. They will not interdict if you perform a crime, and they will not come to your aid if you're under attack (as if they ever did). I didn't change the sharpshooters since their medium armor skill was appropriate, but if the class and unarmored changes are necessary, they might still choose to go 'au naturale'. Good luck. https://drive.google.com/file/d/1jwpuagp5i6rO4AmWSTCv-fLDrmkQ3sOv/view?usp=sharing Edit: Activate the link; permissions will follow.
-
Structurally, it looks fine. The float timer isn't being used. I assume the script compiles and you have it attached to the guard. The game engine can be finicky - sometimes you have to chew its food for it. Try: if ( ( player->GetDistance "VPImperialPatrolMF6" ) < 5000 ) It is inefficient to include two identical distance checks every frame. You can combine the travel code with the recover code under the same umbrella. Alternately, you could place the following block after the menu check: if ( ( player->GetDistance "VPImperialPatrolMF6" ) >= 5000 ) return endif It seems like the script is stalling at state == 0, but it could be at state == 5. If the coordinates of AITravel are not attainable (too far, not in line-of-sight, etc.) the NPC might be paralyzed by indecision. I can see that the distance between point 1 and point 2 is over 2500 units. That's on the long side, but it may work if there are no obstacles. Otherwise introduce intermediate waypoints to make the route navigable. You can introduce messageboxes that display at each step to find out how far the script processes before there is a problem.
-
Pathgrids are perhaps the least documented aspect of modding for Morrowind - I haven't done it years. I can describe the process if you are interested, but the scripted approach gives more control and easily allows you to cross cell boundaries outside (pathgrids are confined to a single cell). In answering the questions raised in your other thread, Morrowind Scripting for Dummies (MSFD) is the best scripting reference available to modders. The original author Ghan Buri Ghan was extremely knowledgeable about scripted movement of NPCs, so his examples will be very much to the point. If you get frustrated writing a working script, post the coordinates for the waypoints you want, and I can give you the basic structure of the script for you to amend as you please.
-
Need little help with quest making.
cyran0 replied to Sampinjon's topic in Morrowind's Construction Set and Modders
It is true you cannot filter journal entries. The way you prevent non-faction NPCs from updating the journal is to filter those responses as I described. As for using text-defines like %Name in a journal entry, I have no experience to call upon. It might permanently reference the NPC that created the journal entry, or it might display the value stored in the string %Name since the last time it was updated (presumably whenever dialogue is initiated with an NPC). My instincts expect the latter, but you have been testing so perhaps is does work the way you hope. I am already out of my depth. I don't recall seeing a duplicate entry in the journal (a second instance of the same journal index) - even when a message displays the journal has been updated. It might update the content of the text-defines (overwrite the previous values) if my instincts are correct. Each NPC will require a unique entry with a unique index. I doubt you will get any help from a script extender. -
Need little help with quest making.
cyran0 replied to Sampinjon's topic in Morrowind's Construction Set and Modders
Under speaker conditions, filter the dialogue entry for Rank: Rank 0. Do not identify a faction. This will make it possible for a member of any faction to use your greeting/response. There is an official example of what I describe under the topic 'background' third entry from the bottom. If you are randomizing a dialogue response, filter the entry under Function/Variable by Global: Random100 < 50 for a 50% chance of the response appearing. If this is a script, add the condition: if ( Random100 < 50 ). -
Yes. You can use AITravel. Script the NPC to travel to one point, and check for when the NPC arrives using GetAIPackageDone. When the latter returns true, issue AITravel to the next check point. Once the cycle is completed you can set it up to repeat. You can script pauses and idles at each checkpoint before the NPC continues. Another approach is to create a pathgrid for the NPC and use AIWander. That creates a more random patrol, since the NPC may pause and sometimes reverse direction before completing the journey to a checkpoint. Such a pathgrid needs to be distinct from any existing pathgrid. The NPC will leave the grid to engage in combat, and it's problematic to restore the patrol afterward.
-
Such a script might be as simple as: Begin CliffracerRoulette short doOnce if ( doOnce == 1 ) return endif set doOnce to 1 if ( Random100 < 33 ) ; one-third chance of disable Disable endif End