Morrowind
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longod

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  1. JoylessJoker15
    JoylessJoker15
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    this is great
  2. vaelta44
    vaelta44
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    Really interesting idea. Not really sure how it could work though, when dialogue for many/most NPCs does not include their name. For instance, I just dropped into the Mages Guild in Ald-ruhn to test it: very few of the NPCs had names (at all) after speaking with them. (I am using LGNPC though, which probably takes out the "I am XXX, a Breton Mage" dialogue for most NPCs..)

    Also, definitely a conflict with the Time Consumer (https://www.nexusmods.com/morrowind/mods/51396) mod. Had these crashes happen twice very rapidly after installing this:

    Morrowind has crashed! To help improve game stability, send MWSE_Minidump.dmp and mwse.log to the #mwse channel at the Morrowind Modding Community Discord: https://discord.me/mwmods
    MWSE version: 2.1.0-3837
    Build date: 20240430
    Memory usage: 1754628096 bytes.
    Lua traceback at time of crash:
    stack traceback:
    [C]: in function 'setStatistic'
    .\Data Files\MWSE\mods\timeconsumer\main.lua:510: in function <.\Data Files\MWSE\mods\timeconsumer\main.lua:486>
    [C]: in function 'xpcall'
    .\Data Files\MWSE\core\lib\event.lua:311: in function 'trigger'
    .\Data Files\MWSE\core\lib\event.lua:331: in function <.\Data Files\MWSE\core\lib\event.lua:298>
    MiniDump creation successful.
    1. longod
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      Thanks for the feedback.
      If you are concerned about NPCs without 'Background', try disabling 'No Lore' option. However, I am not sure if LGNPC uses No Lore.

      I will check the conflict with Time Consumer later.
    2. longod
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      As for the workaround, try disabling the 'Forget names over time' option. I guess that would avoid the crash.
      It seems that that mod's setStatistic() to change fatigues and getFatigueTerm() to calculate skills don't seem to work well together. But the crash seems to be a glitch in MWSE.
    3. vaelta44
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      Actually, I did have that option switched off before even entering the game. (I have enough problems with that issue in real life, I don't need to have it in my virtual life too!)
    4. longod
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      I updated to 1.1 with improved compatibility. The problem seems to have been resolved for me.
      I hope you'll give it a try.
    5. vaelta44
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      Thanks. I will give it another try. Can I make a suggestion though?

      I'm just having a wild guess that the mod works by scanning dialogue text for each segment of the NPC's name. Maybe if no match is found anywhere in the dialogue (though that might be a massively CPU intensive task to ask of it..) then simply activating the "Background" dialogue will automatically fill in the name? I know it's totally "cheating", but otherwise I think there are going to be an awful lot of "Male Dunmer" etc walking around!
    6. vaelta44
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      Ok. Did a very quick test. Mages Guild in Ald-ruhn again. No crashes, so that's a good start!

      But I ended up with more than half of the people being totally unnamed, and for the Altmer alchemist no name even when it seemed like his Background topic did include his name. Not sure why that would be. Is his name a typo in that topic..? Screenshot:

      https://postimg.cc/Z0f7JYZm

      So I really do suggest that the mod scans Greeting and Background topics, and if no match found, then just cheat and give the name when you select Background.
    7. longod
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      Very interesting, he seems to be a very rare case.
      His original name is Anarenen, but in PfP he is typo'd and changed to Anare"r"en. (This was an intentional change.)
      If %Name macro is used, he says Anare"r"en, which is not a problem, but in LGNPC, it %Name is not used , so he calls himself Anare"n"en, which is his true name.
  3. freakuac
    freakuac
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    Glorious RP experience at its peak! cANt WAIT FOR TRYING! (can't even type properly)
  4. ActuallyUlysses
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    Hi, great mod!

    Quick question: we had similar mod in the past - Not Clairvoyant Nerevarine

    That mod run into number of conflicts with numerous other mods due to the way it was scripted. Can you quickly describe how your mod works and what will likely break it/cause conflicts?
    1. longod
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      Thanks for letting me know.
      I see that that mod (Not Clairvoyant Nerevarine) also covers objects other than NPCs and creatures. And it includes changes to the data by .esp.

      My mod's sphere of influence is narrower than that, targeting only NPCs or creatures.
      When talking to them or displaying tooltips, it changes only the relevant part of the UI. Also it searches for what they are talking about, but it is read-only, not modified. And it is a completely MWSE-only mod, there are no conflicts due to .esp.
      If there is a conflict, it could be with a mod that significantly changes the NPC tooltips. Or It is possible that if other mods change 'Background' topic completely, you may not be able to know the name, but you will be able to know the name if they give their names outside of 'Background' topic.

      As reported in vaelta44's post, it does a simple skill calculation, so it might conflict with a mod that changes fatigue. However, this process is also read-only, so it seems to be a potential glitch in MWSE.
  5. Luj1
    Luj1
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    Brilliant idea