There are too many angry fighting NPC's, when i walked into Vivec i was suddenly attacked by 5 NPC's. Can you make a friendly version for it? For me it is important to see just more people to fill the empty streets.
This mod really remind me of Starfires NPC additions in some way (just one simple esp and some NPC really hate me), but I have some suggestions for your mod. 1. This mod need cleaning (all evil GMST and a few other things). 2. Tone down the violence. There are too much hostile NPC. 3. Add some non hostile NPC without the scripts to save some CPU power. 4. The spawn points are too close and too much. You might need to take a look on how Starfire and MCA spread the NPC in the cell. 5. Please, add Readme about this mod in the archive. Ok, that's all suggestions that I can think of right now. (Sorry for my English, English is not my first language)
As promised the Vivec Arena has spawns added to it in update 7. I restarted some of my scripts from scratch on a test .esp file. I saw the same problem where the global variable did not reset on thug death when I killed them through the console making the Citizens scripts not work properly when confronted with attack readied. Either that or if it resets there's a delay in it. It only seems to happen when I kill them through the console so let me know I you have the same problem.
I've also got clue to which skirt was showing up invisible. It was on the NPC with the ID "_Citizen_Mage_F_B_T4". The way the leveled list are set up the higher tier the NPC the better loot they have a chance of dropping so it could be any skirt from Morrowind or Tribunal. Common all the way up to Equisite.
Also I would like some feedback on the spawns. No one really commented on what they thought about it so I don't know weather to start on a lighter spawn version or just continue the way I'm already laying the NPC's out. If Morrowind scripting wasn't so buggy and ghetto I'd have NPC's doing all kinds of crazy stuff but you're gonna have to give me more time to update the scripts. I got a few things I'm working on and I'm still testing the replacement ones.
There will be a spawn update to vivec by tommorrow. I have been testing and tinkering with some morrowind scripts and the friendly town swimmers are giving me trouble. It's seems that if you place an NPC to spawn in water they spawn with there head underwater instead of floating about the surface no matter what there z axis is at. I think I can make a work around and have them start on land and travel to a deeper location just so the game doesn't get confused. They were also not reacting to me raising my fists even though the scripts look fine and variables are all set properly.
After the next Vivec update I might try to redesign all the AI scripts.
I installed Morrowind Overhaul and tested the distant land feature on ultra high settings and the FPS hit from the NPC's is pretty bad. It looks like I will have to make a reduced spawn version and call it Dynamic Morrowind Light version. In the meantime I'm trying to tinker with MGEXE to make the framerate playable especially in Vivec. I would not advise running this on the highest MGEXE settings with Distant Lands unless your graphics card is a monster. When I get a good framerate I will post my settings and graphic card specs so you'll know if your computers can handle it or not.
I got the framerate playable in Seyda Neen and Balmora with morrowind overhaul. I Think I can get a smoother FPS in Vivec if I tinker with it more though. For now here's my specs and what I'm working with. I also did choose the most graphic intense options during the installation process so take that into account when checking if it will run smooth with yours.
I also will be uploading an update for Vivec before tomorrow.
Video Card:
Name: ASUS EAH5870 Series Manufacturer: ATI Technologies Inc. Approx. Total Memory: 2805 MB
Memory:
4096 RAM (I have more but it's not reading it. It should considering it's a 64bit OS)
Processor:
Processor: AMD Phenom(tm) II X4 965 Processor (4 CPU's), ~3.4GHz
MGEXE (no distant land):
Resolution: 1920 x 1080 Windowed mode: Unchecked Antialiasing: None Anisotropic filtering: Off VSync: Off Enable shaders: Unchecked Horz. FOV: 91.31 Fog mode: Depth Pixel (Fast) FPS limiter: 120 Mipmap LOD bias: -1.00 Thread loadig: Checked
I have not seen a skirt with a missing texture at all during my latest test runs. It is possible the bug never existed and it was the INI file problem i had previously. If you locate a bugged skirt please post the type of NPC it was. This will just make it easy to find if this minor issue does exists.
It should be. It doesn't touch any Vanilla NPC. It's all added content using vanilla resources so as long as you don't have an NPC spawning in the same location as one in MOSG then you should be ok. I will download MOSG and do a test run for you.
I did a test run for you and it seems to be compatible. The NPC addons you are referring to are from "Animated Morrowind" which luckily does not add too much NPC's. My framerate with the intensified graphics and NPC's I added caused no bad noticeable FPS drop. I was hoping it wouldn't and I needed to test it anyway. Wasn't sure if I went too heavy on the spawns or not. Thank you for your post. If you find it annoying that the thugs in town are spamming there attack phrases look into my sound addon for this. I will be uploading updates for more races tomorrow as well as probably a town spawn update.
So those who are following my updates I thank you for being patient. I know you all want more scripted AI with more spawn types and they will come. I will need to finish all the towns NPC placement before I can focus on the scripting and leveled lists again. My last 2 updates were Vivec Foreign Quarters and Vivec Redoran, but Vivec is quite a large town to cover. I will release another update for more Vivec Interiors and Exteriors very soon.
14 comments
As far i am concern , this would be an decent mod if werent for the hostilities
1. This mod need cleaning (all evil GMST and a few other things).
2. Tone down the violence. There are too much hostile NPC.
3. Add some non hostile NPC without the scripts to save some CPU power.
4. The spawn points are too close and too much. You might need to take a look on how Starfire and MCA spread the NPC in the cell.
5. Please, add Readme about this mod in the archive.
Ok, that's all suggestions that I can think of right now.
(Sorry for my English, English is not my first language)
I've also got clue to which skirt was showing up invisible. It was on the NPC with the ID "_Citizen_Mage_F_B_T4". The way the leveled list are set up the higher tier the NPC the better loot they have a chance of dropping so it could be any skirt from Morrowind or Tribunal. Common all the way up to Equisite.
Also I would like some feedback on the spawns. No one really commented on what they thought about it so I don't know weather to start on a lighter spawn version or just continue the way I'm already laying the NPC's out. If Morrowind scripting wasn't so buggy and ghetto I'd have NPC's doing all kinds of crazy stuff but you're gonna have to give me more time to update the scripts. I got a few things I'm working on and I'm still testing the replacement ones.
After the next Vivec update I might try to redesign all the AI scripts.
I also will be uploading an update for Vivec before tomorrow.
Video Card:
Name: ASUS EAH5870 Series
Manufacturer: ATI Technologies Inc.
Approx. Total Memory: 2805 MB
Memory:
4096 RAM (I have more but it's not reading it. It should considering it's a 64bit OS)
Processor:
Processor: AMD Phenom(tm) II X4 965 Processor (4 CPU's), ~3.4GHz
MGEXE (no distant land):
Resolution: 1920 x 1080
Windowed mode: Unchecked
Antialiasing: None
Anisotropic filtering: Off
VSync: Off
Enable shaders: Unchecked
Horz. FOV: 91.31
Fog mode: Depth Pixel (Fast)
FPS limiter: 120
Mipmap LOD bias: -1.00
Thread loadig: Checked