Morrowind
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kindi

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kuyondo

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142 comments

  1. lelimule
    lelimule
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    An improvement suggestion:
    Optionally, the guard will not protect the PC if this guard is dedicated to the hostile NPC faction, and PC isn't  of a higher rank (than the NPC, and in this faction).

    Edit: example: imperial guards are dedicated to Census and Excise, East Empire Company (?), Imperial Cult, Imperial Knights, and Imperial Legion (+ Fighters Guild and Mages Guild ?)

    Edit2: better idea: if this guard is dedicated to the hostile NPC faction, he will fight the PC.
    1. lelimule
      lelimule
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      [Edit march 27]

      I made my improvements for my personal use: i edited the aggressor.lua and player.lua files:
      Now, each legit guard will fight player instead of the aggressor in the following cases:

      - guard faction is "imperial legion", "census and excise", "imperial cult", "imperial knights", "royal guard", or "east empire company"; and aggressor faction is one of these too; and player doesn't have a rank higher in one of these factions than the aggressor

      - or guard faction is "temple" or "redoran"; and aggressor faction is one of these too; and player doesn't have a rank higher in one of these factions than the aggressor

      - or guard faction is "hlaalu"; and aggressor faction is hlaalu too; and player doesn't have a hlaalu rank higher than the aggressor

      - or guard faction is "telvanni"; and aggressor faction is telvanni too; and player doesn't have a telvanni rank higher than the aggressor

      - or guard faction is "skaal"; and aggressor faction is skaal too; and player doesn't have a skaal rank higher than the aggressor

      - or guard is from another faction; and aggressor faction is the same; and player doesn't have rank higher than the aggressor (in this faction).


      Furthermore, guards will also intervene in a fight between 2 NPC! (with the same rules as above)

      This is my player.lua file: https://ti1ca.com/Album-player.lua-agdnbaf9
      This is my modified files: https://ti1ca.com/Album-PG-factions-additions-fdioaltb
      Perhaps my software code is awful, but it works. 
      I like the result and i don't see FPS drop.
      If you're interessed, you can use/edit/... as you want.

      PS: i recommand this mod: NPC Faction Affiliation Corrector
    2. kuyondo
      kuyondo
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      • 31 kudos
      Great mod. That's a nice extension to this.. 
    3. lelimule
      lelimule
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      • 14 kudos
      Thank you kuyondo.
      Do you want to integrate it to your mod? Or do you prefer i publish the modified files as an extension to your mod? Or do you prefer i let it as an "unofficial" publishing as it is now?
    4. kuyondo
      kuyondo
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      Nothing wrong with extensions or modifications.. Just enjoy modding.. :)

      I won't be integrating it to Protective Guards though.. At least not in the near future.. 
  2. lelimule
    lelimule
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    • 14 kudos
    Hi kuyondo,I just publish a mod on Nexus; i took elements from your mod to make it. You can see this here.

    If you don't agree, and you want i withdraw my mod, just tell me and i will do it.
    1. kuyondo
      kuyondo
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      • 31 kudos
      All good dont worry.. Its your mod after all.
  3. mainque
    mainque
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    • 5 kudos
    Honestly, needs a delay before they come in when you have a fight inside (10-15 seconds at least?). Them instant transmissioning inside the instant someone is hit is a bit much.
    1. kuyondo
      kuyondo
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      • 31 kudos
      On the to do list.
    2. GlazzyDeer
      GlazzyDeer
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      • 2 kudos
      Maybe making it so you have to not be the one attacking first as well to cover leaving interiors with interior npcs that arent able to report crimes
  4. lelimule
    lelimule
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    • 14 kudos
    There is a pb with Protective Guards:

    The "Search Guard Distance" is the distance between the guard and the PC; if the hostile NPC is far far away, the guard will still running across countrysides, mountains, seas, to get the hostile NPC...
    Example: if the PC is attacked by a NPC in Balmora, and if the PC teleport himself to Fort Moonmoth, then the guards around the PC in Fort Moonmoth begin to run to the NPC in Balmora...

    Examples of solutions by changing the "Search Guard Distance" definition:

    distance between the guard and the PC -> distance between the guard and the hostile NPC

    - or: distance between the guard and the PC, and distance between the guard and the hostile NPC

    I don't know how hard it is to implement.
    1. lelimule
      lelimule
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      Ok, i just find an easy way to solve the pb: in player.lua i changed actor.position - self.position by actor.position - e.actor.position
  5. HalfEnder776
    HalfEnder776
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    Does this support guards added by PT and TR in the default whitelist?
    1. kuyondo
      kuyondo
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      Yes of course. 
    2. HalfEnder776
      HalfEnder776
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      Awesome!

      Maybe it would be a good idea to add that to the mods description?
  6. Tinien
    Tinien
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    Some strange thing happens when guards attack various daedra brought to them - atronachs, daedroths, dremoras, golden saints, skamps, winged twilighs etc. Guards unequip their swords and attack these creatures with bare fists although their swords are still in quite good condition. Meanwhile the same guards fight all other foes normally, with their weapons equipped - all other creatures and evil NPCs. Can it be fixed so that guards wouldn't go bonkers but attack daedras with their equipped weapons too as expected?
    1. kuyondo
      kuyondo
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      its the same without this mod. guards use the most effective weapon against enemies. daedra are immune to normal weapons
    2. Tinien
      Tinien
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      • 1 kudos
      Indeed, I've just figured it out recalling that I lately read about daedra and that feature of them on uesp. Sorry, my fault. Just tested it in regular Morrowind bringing Golden Saint to Balmora and there Hlaalu guards attacked her with their swords to no avail whereas she gradually dealt with them one by one. I wonder what mod or patch makes guards to use their brain and accordingly the best weapon against daedra.
    3. kuyondo
      kuyondo
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      Ordinators can fight daedra and undead because they wield powerful weapons. the other type of guards use normal weapons.

      one way is to have guards use high quality or enchanted weapons, such as glass, ebony, daedric, silver weapons. but such patches doesnt fit this mod.
    4. Tinien
      Tinien
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      • 1 kudos
      Is it possible to explain why such changing guard weapons to ones capable of causing damage to daedra isn't compatible with your mod or you would have to delve into depths of technical details incomprehensible to an average player?

      And what if we do it differently and do not equip the guards with weapons against daedra, but instead remove daedra’s immunity to ordinary weapons in CS, so that guards could successfully cause damage to daedra - is this compatible with your mod? Thank you.
  7. Brandneetjan
    Brandneetjan
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    Could you maybe add a blacklist for certain creature types?

    I don't think it looks great when guards are frantically swimming and diving into the water when a sea creature attacks. So that way i could add slaughterfish etc manually
    1. kuyondo
      kuyondo
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      Unfortunately, 
      Guards attacking creatures are hardcoded into the game engine and is also morrowind behaviour, not this mod..

      To properly achieve your request, the combat mechanics (implemented in the engine) has to be dehardcoded, it's currently a WIP. 

  8. PlushBanshee
    PlushBanshee
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    Will this work with PT & TR or will there be a version to support it in the future?
    1. kuyondo
      kuyondo
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      They're already supported
  9. JayberXD
    JayberXD
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    Is there an MWSE version of this out there?
    1. kuyondo
      kuyondo
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      I think this one? https://www.nexusmods.com/morrowind/mods/48622
  10. Cl3v3rP0tat0
    Cl3v3rP0tat0
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    • 7 kudos
    Thanks for all your awesome mods and your efforts in refining them further!