Skibidyboparoobopadopa Posted June 9, 2014 Share Posted June 9, 2014 Hello everyone. I just joined these forums today because i am working on a mod im calling "Dynamic Morrowind". This features random guard and bandit spawns. These NPC's spawn with each piece of gear randomized. These new NPC's carry Random Drinks, Food, Clothing, Weapons, Armor, Amulets, Rings, Ingredients, Repair Equpiment, Thieving equipment, , Potions, Scrolls, and apparatus's. The enemy bandits and guards AI differ according to gender. Bandits may spawn in or around town and leave you alone. May even help you randomly fight a monster that wanders into town. The male ones have a higher chance to attack you. Features i have added:=================No more dice rolls on attacksRandomized Guards (Mages, Warriors, and Archers)Randomized Bandits (Warriors)Realistic Weapon Ranges (Nordic Broadsword, Nordic Claymore, Nordic Battleaxe)All armor skills and block are 100+ by defualt (Intended to be used with the Morrowind Code Patch. Specifically the skill and stat cap remover) Currently in progress:================Realistic Weapon RangesWider Damage Ranges (To simulate a critical strike)Slower Big Weapons (War Hammers aren't swung at lighting speed)More Realistic Weapon and tiem weightsRandomized NPC Spawn LevelsWeapons and armor durability Decrease (Make the fights more intense as you and NPC's will have your gear break on you) Features I Plan on adding:====================Dungeons and cavern addonRandomized Giant BossesRandomized Bandits (Mages, Archers)Realistic Weapon Ranges (All Morrowind Mellee Weapons)Randomized Civilians (Poor, Rich, and Wealthy Classes)Usable Skooma Pipe (Menu to choose from specific smokable ingredients)Randomized Homeless Moonsugar AddictsArmor Swimming Skill and Stat PenaltiesLottery Chest (Use a super rare, level restricted, item drop for a special coin that can be stacked and spent to get a random normal weapon)Randomized ShopsRandomized Container loot (All of morrowind + added containers)Fines from doing drugs in public with eventual jail timeRandomized NPC CellmatesTown Trashcans The enivronment im testing these out in isn't far from a vanilla installation. I only installed, MGEXE, features from the morrowind code patch, Toturial Skip, and the sky variants that came with MGEXE. I have ran tests and the combat was satisfying so far besides the fact that guards with 100 alarm wont attack the npc's that i added when the trouble making npc's decide to come after you (Still gotta post in the help section about that). I would like to add more randomization if i can get my hands on some good resources with permission to use parts and reupload them. Specifically New Weapons, armor, clothing, and animals/critters. Any tips, suggestions, or ideas you are willing to offer would be helpful. Link to comment Share on other sites More sharing options...
Skibidyboparoobopadopa Posted June 13, 2014 Author Share Posted June 13, 2014 I'm here with an update. I have added more NPC's to the leveled list. I also Reworked the armor price, durability, armor rating, and weight. There are street brawls in balmora and seyda neen with most of there town leveled lists placed and complete. It is packed with thugs and surprises. All hostile citizens with there own unique AI and more to come. If you get close to an addict you will be attacked but can avoid a fight by running away and they will go back to wandering. Get a little too close and you will get chased down in the streets by one or more hostile citizens depending on who you bump into. I am still working on a few features. Immerse Weapon Ranges, and Strong Arm Robbers! That's right. If you wanna go shop in town you might get ko'd and lose a good portion of your gold. Maybe even bump into a drug dealer to buy moonsugar to smoke in your pipe. Towns are basically gonna be a super ghetto or a mild ghetto depending on how lucky your first spawns are when you start your game. If you want more to appear go kill some of them and they will reappear with all new equpiment, gender, race, and misc loot. During my test runs I was able to kill all the hostile citizens after being attacked without a crime level. To go with this theme I will be releasing music packs and ini settings. Options for dark post apacolyptic version without sun, or just a tweaked vanilla version. After testing I found that the fallout series music pack is very subtle and perfect for the post apacolyptic theme. Again keep in mind this is more for the valinna player that just wants something new and differnet with a similar feel. Not for Mod Horders. There is no FPS loss so far on my test environment morrowind version. Im using 1024 by 768, but I will be testing these with anti aliasing and higher resolutions on MGEXE before the actual release. This adds a small amount of scripts and tons of NPC's. I wish there was a way to stop NPC's from walking into each other sometimes but with a huge wander distance I guess it is what it is. I am spacing out the NPC's because of this and it is so subtle does not damage the immersion or you wont even notice it. If you wish for me to add a small feature let me know and I will try. I want to offer this community the highest quality, bug free mod that I can. I will keep you all updated on my progress for those interested in trying this when complete. Link to comment Share on other sites More sharing options...
Skibidyboparoobopadopa Posted June 16, 2014 Author Share Posted June 16, 2014 (edited) I have bad news. I accidentaly deleted all my work and didnt have a proprer backup. It would take me a week or 2 to redo everything I did. Looks like I'm back to a half assed, empty, bland world called morrowind with no surprises whatsoever. I would'nt be so mad if there were descent NPC addons that exist, but unofrtunately "Morrowind Comes Alive" adds no content or immersiveness. No offense to the author but it's true. Theres a slim chance I will try to redo it and make morrowind playable but dont hold your breath. Edited June 16, 2014 by Skibidyboparoobopadopa Link to comment Share on other sites More sharing options...
hollaajith Posted June 17, 2014 Share Posted June 17, 2014 You coulld try Starfire's NPC addistions. Unlike MCA, the NPCs are hand placed. Link to comment Share on other sites More sharing options...
Skibidyboparoobopadopa Posted June 17, 2014 Author Share Posted June 17, 2014 Thanks for the response. I'll check that mod out. I am working on an AI script compilation wich will include differnet NPC personalities. If I dont remake my leveled lists,leveled items,leveled creatures, and spawns, I'll just release it on TES Nexus. I feel bad about updating everyone on my previous work then not having a mod to release. These scripts will be freely usable in any mod. I wont care about permissions. I think it is possible to make morrwoind NPC's much more human like in many ways and it will be done. Link to comment Share on other sites More sharing options...
Skibidyboparoobopadopa Posted June 19, 2014 Author Share Posted June 19, 2014 I have tooken up the project again. I am restarting it all. After many attempts to make the AI more human like I have finally come up with a solution.I used this same loop for different AI scripts that I ran in Seyda Neen. About 20+ extra npcs added running them with no lag. I made the NPC's actually attack you if you put your fists up to them and stop combat when you lower your weapon. Who just walks around with a big sword in your face to have a casual conversation? That's a good way to get knocked out or murdered if you ask me. I was working on an option where the AI would stop combat if based off of the players current fatigue and gold/item networth, but the NPC's were glitching out no matter how I did it and the script got really large. It also seems as though Morrowind doesn't play nice with really large nested if's. Does Morrowind support Arrays, "case...select", "For...Next", or any other loops? I remember when I thought using Pawn in San Andreas Multiplayer was ghetto but this is worse.================================================================================================================Code Start: Loop================================================================================================================begin AIDistanceTracker short combatstatusshort node if ( mode == 0 ) set mode to 1 if ( GetDistance, TargetID < 150 ) if ( combatstatus == 1 ) set mode to 1 endif if ( combatstatus == 0 ) set mode to 1 endif endif if ( GetDistance, TargetID < 500 ) if ( combatstatus == 1 ) set mode to 1 endif if ( combatstatus == 0 ) set mode to 1 endif endifendif if ( mode == 1 ) set mode to 0 if ( GetDistance, TargetID < 150 ) if ( combatstatus == 1 ) set mode to 1 endif if ( combatstatus == 0 ) set mode to 0 endif endif if ( GetDistance, TargetID < 500 ) if ( combatstatus == 1 ) set mode to 0 endif if ( combatstatus == 0 ) set mode to 0 endif endifendif end AIDistanceTracker================================================================================================================Code End: Loop================================================================================================================Code Start: Civilians================================================================================================================begin _NonHeplessCitizensshort modeshort combatstatusif ( mode == 0 ) if ( GetDistance, Player < 150 ) if ( combatstatus == 1 ) if ( Player->GetWeaponDrawn == 0 ) StopCombat set combatstatus to 0 set mode to 1 endif if ( Player->GetWeaponDrawn == 1 ) set mode to 1 endif endif if ( combatstatus == 0 ) if ( Player->GetWeaponDrawn == 0 ) set mode to 1 endif if ( Player->GetWeaponDrawn == 1 ) StartCombat, Player set combatstatus to 1 set mode to 1 endif endif endif if ( GetDistance, Player > 600 ) if ( combatstatus == 1 ) if ( Player->GetWeaponDrawn == 0 ) StopCombat set combatstatus to 0 set mode to 9 endif if ( Player->GetWeaponDrawn == 1 ) set mode to 1 if ( GetWeaponType == 9 ) set mode to 1 endif if ( GetWeaponType == 10 ) set mode to 1 endif if ( GetWeaponType== 11 ) set mode to 1 endif endif endif if ( combatstatus == 0 ) set mode to 1 endif endifendifif ( mode == 1 ) if ( GetDistance, Player < 150 ) if ( combatstatus == 1 ) if ( Player->GetWeaponDrawn == 0 ) StopCombat set combatstatus to 0 set mode to 9 endif if ( Player->GetWeaponDrawn == 1 ) set mode to 0 endif endif if ( combatstatus == 0 ) set mode to 0 if ( Player->GetWeaponDrawn == 1 ) StartCombat, Player set combatstatus to 1 set mode to 0 endif endif endif if ( GetDistance, Player > 600 ) if ( combatstatus == 1 ) if ( Player->GetWeaponDrawn == 0 ) StopCombat set combatstatus to 0 set mode to 0 endif if ( Player->GetWeaponDrawn == 1 ) set mode to 0 if ( GetWeaponType == 9 ) set mode to 0 endif if ( GetWeaponType == 10 ) set mode to 0 endif if ( GetWeaponType == 11 ) set mode to 0 endif endif endif if ( combatstatus == 0 ) set mode to 0 endif endifendifend _NonHeplessCitizens================================================================================================================Code End: Civilians================================================================================================================Code Start: Thug================================================================================================================begin _Thugshort modeshort combatstatusif ( mode == 0 ) if ( GetDistance, Player < 150 ) if ( combatstatus == 1 ) set mode to 1 endif if ( combatstatus == 0 ) StartCombat, Player set combatstatus to 1 set mode to 1 endif endif if ( GetDistance, Player > 600 ) if ( combatstatus == 1 ) StopCombat set combatstatus to 0 set mode to 1 endif if ( combatstatus == 0 ) set mode to 1 endif endifendifif ( mode == 1 ) if ( GetDistance, Player < 150 ) if ( combatstatus == 1 ) set mode to 0 endif if ( combatstatus == 0 ) StartCombat, Player set combatstatus to 1 set mode to 0 endif endif if ( GetDistance, Player > 600 ) if ( combatstatus == 1 ) StopCombat set combatstatus to 0 set mode to 0 endif if ( combatstatus == 0 ) set mode to 0 endif endifendifend _Thug================================================================================================================Code End: Thug================================================================================================================Code Start: Brawler================================================================================================================begin _brawler_2short combatstatusshort modeif ( mode == 0 ) set mode to 1 if ( GetDistance, "_Brawler_1_M_I_T1" < 150 ) if ( combatstatus == 1 ) set mode to 1 endif if ( combatstatus == 0 ) StartCombat, _Brawler_1_M_I_T1 set combatstatus to 1 set mode to 1 endif endif if ( GetDistance, "_Brawler_1_M_I_T1" > 500 ) if ( combatstatus == 1 ) StopCombat set combatstatus to 0 set mode to 1 endif if ( combatstatus == 0 ) set mode to 1 endif endifendifif ( mode == 1 ) set mode to 0 if ( GetDistance, "_Brawler_1_M_I_T1" < 150 ) if ( combatstatus == 1 ) set mode to 0 endif if ( combatstatus == 0 ) StartCombat, _Brawler_1_M_I_T1 set combatstatus to 1 set mode to 0 endif endif if ( GetDistance, "_Brawler_1_M_I_T1" > 500 ) if ( combatstatus == 1 ) StopCombat set combatstatus to 0 set mode to 0 endif if ( combatstatus == 0 ) set mode to 0 endif endifendifend _brawler_2================================================================================================================Code End: Brawler================================================================================================================Things I want to add to NPC's:================================================================================================================Potion DrinkingForcing player item drops at 0 stamina and looting themStaring face to face too long without talking will result in a fist fightDialogue options on enemy knockdown or player knockdownBegging Link to comment Share on other sites More sharing options...
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