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lelimule

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lelimule

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49 comments

  1. abg
    abg
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    Little DoItYourselfOfTheDay :
    For those who, like me, are using TriangleToothEcology, it could be good to edit the actor_react.lua file and add the following lines in section local blacklistedActors = {

    ["ttooth_nix-hound_pup2"] = true,
    ["ttooth_guar_baby"] = true,
    ["ttooth_kagouti_baby"] = true,
    ["ttooth_alit_baby2"] = true,
    ["ttooth_cliff racer_baby"] = true,
    ["ttooth_netch_betty_baby"] = true,
    ["ttooth_wolf_grey_pup"] = true,
    ["ttooth_wolf_red_pup"] = true,
    ["ttooth_horker_cub2"] = true,
    ["ttooth_bear_black_cub"] = true,
    ["ttooth_bear_brown_cub"] = true,
    ["ttooth_frost_boar_pigle"] = true,
    ["ttooth_beetle_blue"] = true,
    ["ttooth_beetle_green"] = true,
    ["ttooth_beetle_black"] = true,
    ["ttooth_beetle_brown"] = true,
    ["ttooth_guar"] = true,
    ["ttooth_rat"] = true,
    ["ttooth_scrib"] = true,
    ["ttooth_shalk"] = true,
    ["ttooth_beetle_black_dom"] = true,
    ["ttooth_beetle_blue_dom"] = true,
    ["ttooth_beetle_brown_dom"] = true,
    ["ttooth_beetle_green_dom"] = true,
    ["ttooth_kwama forager"] = true,
    ["ttooth_shalk_dom"] = true,
    ["ttooth_mudcrab"] = true,


    unless of course you want to see these critters showing some uncanny interest in local news :p
  2. DolorousJohn
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    Its not the fault of the mod, but of the engine its running on. This just breaks the game. Its shite. When every person in Balmora come to watch you kill a slaughterfish, but just walk around like insane morons literally right through the fight, it kinda ruins any immersion that you would've thought this feature would bring.

    Not to mention if you use any quest mods or Cyrodil, Skyrim or TR, There are a plethora of situation where this mod will ruin scripted events or pit fights. It's just not good bro, You shouldn't even keep it up and pretend it is. I see you defending it in other comments. Just stop and take this garbage down. Thanks for the attempt though my man.
    1. Psychlonic
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      I think it's a little harsh to word it so, however I think it has to be said that at some point this mod will very likely break the game. The usual prescription for a given problem here seems to be blacklist, but I think it simply needs more sophisticated logic. One thing I keep noticing are actors who appear to watch the fight struggle to return to their starting location. Sometimes this is in water, where they then drown. Or sometimes they're simply stuck in rocks or other statics.

      People still seem to want to walk right into the middle of the fight. Imagine someone attacks you on the street IRL and some guy gets between you and the attacker right as you're defending yourself and you pick up an assault charge. That's literally what happens here. If they want to watch, they should constantly adjust their distance from both you and your enemies - running if necessary to stay out of the way.

      I also think some actors should react but not necessarily in movement. For instance, publicans might simply yell "take it outside!" rather than get involved in a fight. 

      I think all of this is to say, simply, this mod I think is actually somewhat a step in the right direction and a glimpse of the future, but ultimately a more sophisticated, all-on-one type of behavior package will be necessary to get less game-breaking reactions out of NPCs.
    2. DolorousJohn
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      Yeah I certainly didn't mean to be rude, but it did come off that way. It seems my writing style is very antagonistic LOL
  3. ddCeka
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    Any plan in the road map to make the actors return back to their original place while indoor? I tried this mod by taunting hriskar and nearby NPC also Arielle runs away from his shop and it kinda break immersion after the fight ends.
    1. lelimule
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      You're right, i will look at that.

      EDIT: it should be ok now (version 1.9)
  4. borok
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    Looks like this mod is not working on the release version of OpenMW 0.49 or maybe I'm doing something wrong. I'm getting there errors in log:
    [23:20:13.797 E] L@0x17f[scripts/actors_reaction/actor_react.lua] eventHandler[combat_detected] failed. Lua error: [string "scripts/omw/ai.lua"]:46: destPosition required
    [23:20:13.797 E] stack traceback:
    [23:20:13.797 E]     [C]: in function 'error'
    [23:20:13.797 E]     [string "scripts/omw/ai.lua"]:46: in function 'startPackage'
    [23:20:13.797 E]     [string "scripts/actors_reaction/actor_react.lua"]:254: in function <[string "scripts/actors_reaction/actor_react.lua"]:182>
    [23:20:13.797 E]     [C]: in ?
    1. lelimule
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      It's ok now (version 1.8)
  5. Walkihr
    Walkihr
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    After trying the mod for a bit - ambitious and interesting, but unfortunately breaks a number of arena fights. Just try fighting in the Abecette and see a swarm of spectators in the pit beside you. 

    However, it makes fighting in dungeons extremely satisfying. So my suggestion, if this is possible, is to make a module only for Hostiles. This would make assaulting a bandit lair challenging and, I believe, be more appropriate to the spirit of the mod.
    1. lelimule
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      Thank you for your return.
      I think the solution is to make a cell blacklist, and to put the arena pits into this blacklist. There is Vivec Arena pit and The Abecette Fight Pit. Is there other?
    2. Walkihr
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      Yes, that sounds like a good idea. I'll have a look and see what else I can find, plus if there are any other relevant areas. 

      At the same time, every mod which will ever have  a scripted combat in a public place would have to be considered. For instance, during the Dragonstar quest to recover an Orsimer skull from the Temple of Diagna you can fight one of the knights - the fight is cramped as it is, to have the other temple NPCs would make it a nightmare. Just imagine the first Morag Tong mission, which takes place in a tavern in Vivec - an already crowded place becomes even more crowded.

      Potential solutions:
      *A blacklist Arenas/Pit-Fights (cannot account for multiple cases where quest combat in public spaces is initiated)
      *A blacklist for Arenas/Pit-Fights and Taverns (better, but still cannot account for scripted fights and tedious to compile and update)
      *A blacklist for all settlements in general (accounts for almost all issues I can think of + although settlements are quite many, they would be updated rarely, with new releases coming out) - it would be great if players could add to the blacklist in-game, although I'm not sure this is possible
      *A reworking of the style, where the NPCs only come to watch the combat if their Fight Level is high enough (which makes sense in a way, because most people want to get away from a random fight) or the distance at which they stop is further

      I hope you won't mind all these suggestions, I think the mod has tremendous promise with the right tinkering.
    3. lelimule
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      At the same time, every mod which will ever have  a scripted combat in a public place would have to be considered. For instance, during the Dragonstar quest to recover an Orsimer skull from the Temple of Diagna you can fight one of the knights - the fight is cramped as it is, to have the other temple NPCs would make it a nightmare.

      Mmm... this is not my point of view: for the other actors hostiles to the PC, it's logical they come to fight; for the other actors non-hostiles to the PC, it's logical they move around the fight. 
      But i can add an "aggressor blacklist": if an actor is in the aggressor blacklist, then the other actors don't care about him (from my mod point of view) (you must know that, in my mod, the actors already don't care about the PC: they detect fights with an aggression from a creature or a NPC)


      Just imagine the first Morag Tong mission, which takes place in a tavern in Vivec - an already crowded place becomes even more crowded.

      Not more crowded in the tavern: more crowded around the fight: NPCs move to see the fight, which is logical (in a simple mechanism).


      NPCs only come to watch the combat if their Fight Level is high enough

      Not a good solution because it depends also of the dangerousness of the fight.
      Either we take all significant aspects of a situation, either we take a simple mechanism. I prefer to keep it simple.

      I think i will add a Cell blacklist, with the arena pits by default. Everybody can add cells to this blacklist, as he wishes. And i will add an "aggressor blacklist"...

      But thanks for your return!

      Maybe i will change my mind so feel free to argue.
    4. Walkihr
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      Thanks, I'm experimenting with modified ranges in elseif combatDist from 500 to 1000.
    5. lelimule
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      A reworking of the style, where the NPCs only come to watch the combat if their Fight Level is high enough (which makes sense in a way, because most people want to get away from a random fight) or the distance at which they stop is further
      I think you will be happy with the new version (1.7) i introduced... £:^)
  6. AbbaddoN33
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    Thanks so much for your mod. It definitely adds life and dynamism to the game.

    If possible, I would like to make a request: if you could upload an optional version where instead of having the NPCs approach, they move away from the fight.

    Honestly, I would really appreciate it, and I think some users would too ;)
    1. lelimule
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      Thank you for your kind words.

      Are you sure you want only the "move away" functionality? Because, if they only move away, and if they are enemies of one of the fighters, a big smart feature of this mod will be canceled. Example: the PC enters a tomb full of enemies. He begins to fight the first one in the entrance hall. The others are in the next room. With my mod, the others will be attracted by the fight, and so, when they will see the PC, they will also fight him, etc... But with your suggestion, instead of being attracted, they will move away!...

      But your suggestion is easy to implement: in actor_react.lua, just change "elseif combatDist > 500" (line 226) by "elseif combatDist > 1638". But i suggest you an intermediate value, like 1000, to let actors (including enemies) approach to a distance of "1000".
      (See also the second sticky post (above))
    2. AbbaddoN33
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      I understand your point and you are right. I suppose it would be too complicated to set some checks for the enemies to move closer to help their allies, while the others move away from the fight.
    3. heilkitty
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      There are fight, flee and alarm values in-built, you can use them instead of the "shy" parameter thing you've introduced.
    4. lelimule
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      It's not really a "shy" parameter. What i call the "shy" ones are the actors with a level < to the level of the fighter they are watching. In this case they stay at a distance greater than the distance for the "brave" ones. This greater distance (distance for the "shy") is the new parameter i introduced.
      Fight, Flee and Alarm values don't do the trick.
  7. SunnyTheCat
    SunnyTheCat
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    This is a great mod and I can see that it has amazing potential. Endorsed and will be tracking it. But until it gets an easy in-game menu to add exceptions, it's just too troublesome. For instance, I am using the Friends and Foes mod. One of the events it adds has a bandit attack a travelling merchant. Imagine my surprise when the cart started moving around on its own! Clearly, this is because the cart is secretly an NPC, but again, unless one can just go into a menu in game and blacklist an NPC, it breaks the flow of the game to have to quit the game and do that. So I am hoping you'll be able to add such a menu some day. Best of luck with this amazing mod! 
    1. lelimule
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      Thank you.

      For those who want the manual procedure to modify a blacklist during gameplay:
      - Pause the game
      - Modify the blacklist you want in the corresponding lua file
      - In the game, open the console and enter "reloadlua"
      That's it.
  8. Darkentity42069
    Darkentity42069
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    Npc's don't watch or even run away from combat,they just run around like headless chicken,and sometimes even no clipping out of the world or me accidentally hitting them.
    1. HeathenJack
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      Yeah, it is unfortunate. If instead they walk withing viewing distance of the battle and then are programmed to face the PC it would make more sense. That, or run away from combat.
    2. Tamu89
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      I agree with HeathenJack
    3. Batniel
      Batniel
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      Tested and agree, it's a nice idea and I see dedication but it looks goofy and unpolished. Plus Seyda Neen is a mess if you have MW Children as everyone is always on the edge due to children play fighting. If you have a donkey from the donkey mod the confusion is atleast a little fun.
    4. lelimule
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      You have to blacklist the actor you want to exclude from the scope of this mod. See Description.
  9. Tamu89
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    So, it doesn't work with OpenMW 0.48.0?
  10. HeathenJack
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    Very interesting mod, but for the most part I think it behaves in unintended ways from the mission goal of the mod.

    • Slaves will wander towards the battle with the slavers so it is very easy for the PC to accidentally kill them when trying to kill slavers
    • Mods like Protective Guards will make it harder for Guards to help you as NPCs will crowd the enemy attacking you.
    • Battles indoors, like in a Vivec Canton will become very crowded because every NPC inside a Canton will walk towards the battle and block doorways and corridors.
    • If the player use any Area of Effect spells, the approaching NPCs will very likely become unintended targets causing the PC to become a criminal.

    I really like the idea of the mod, but I think the way it works now it mostly just brings NPCs to a fight that act as obstacles almost guaranteeing that you will get a bounty.
    1. lelimule
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      Yes, we can see these as problems (that's not how I see these).
      But we can also see these as natural confusion because of the fights (this is my point of view).
      You can lower the affected area range (default: 1638):
      if combatDist > 1638 -- this combatDist variable is the distance to the nearest of the 2 opponents
      And you can increase the security distance to the fight (default: 500):
      elseif combatDist > 500 then
      (in actor_react.lua)
  11. zsouza13
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    Hello my friend, any load order recommendations if we use Mercy, take cover, faircare, etc? Tyvm
    1. lelimule
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      Hi zsouza,
      For Mercy i don't know: i'm not sure that Mercy is 100% compatible with that kind of mods, and i don't use it.
      For the others, order doesn't matter (as far as i know).
    2. zsouza13
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      Thank you my friend