0 of 0

File information

Last updated

Original upload

Created by

abot

Uploaded by

abot

Virus scan

Safe to use

41 comments

  1. vaelta44
    vaelta44
    • member
    • 60 kudos
    This would be widening the scope of the mod considerably, but how about incorporating some of the ideas in this mod:

    https://github.com/celediel/Morrowind-NPCs-Go-Home

    I've been having a play with it, and I think the basics of it would be relatively easy (for you at least abot!) to replicate here. Simply, non-guard NPCs disappear at night in exterior cells that are illegal to rest in, with some options to configure: exclusions for defined mods, factions, classes, cells and specific NPCs.

    And in my opinion, an exclusion for ALL NPCs with a script attached to them, because at least in NPCs Go Home at the moment, the mod overrides any enable/disable scripting already applied to an NPC, with obvious results of NPCs appearing/disappearing when they shouldn't. Or, if you can scan attached scripts for "enable" and "disable", and only exclude those NPCs? That would certainly be better, considering ALL Tamriel Rebuilt NPCs have attached scripts, for example.

    I also don't think it really needs the extra stuff of trying to move NPCs to "homes" or "public" cells. The idea is great, but it clearly just makes it far more complex and prone to breaking.

    Something to consider for a major update maybe!
  2. abot
    abot
    • premium
    • 322 kudos
    Note to update 1.09
    - from this version I am using a better way to try and reset  the NPC who is opening the door to original position, so if you find that while loading an old save the npc is not reset just open the in game console and type
    RA
    then press enter, this will reset the actors in the cell to original positions. This should be needed only once.
  3. monkeychan
    monkeychan
    • member
    • 1 kudos
    Thank you for this mod, it's great, and funny in unexpected ways. My new character knocked on the door of South Wall on first visit to Balmora, only to be greeted with: "Did you come here to start trouble, or are you just stupid?!" I didn't expect someone actually coming to the door, so that was pretty hilarious. Morrowind's hospitality at its finest. 

    I only found it strange that the PC said something like 'hey it's me' when knocking, as if those inside should know him already. I haven't even joined any faction, yet.
    1. abot
      abot
      • premium
      • 322 kudos
      Yeah, thanks, that should not happen, I will try and fix it in next update
      [EDIT] should be fixed in version 1.08
  4. Dollet
    Dollet
    • member
    • 1 kudos
    Small issue, the door to the Census Office Warehouse building unlocks automatically when I interact with it. This is on a new game as well.  Any suggestions?
    1. abot
      abot
      • premium
      • 322 kudos
      Thanks, I will try and fix that in next version. I'm trying to improve the mod heuristic with each update so hardcoded doors blacklist is needed as little as possible.
      In the meantime you should be able ro add/remove (it is a toggle) any door you think is not behaving correctly to a blacklist/to be ignored by the mod activating the door while sneaking with Alt+Shift keys pressed. I am using a key combo as I think it is much faster than going through a slow meaningless MCM doors blacklistbox.
    2. Dollet
      Dollet
      • member
      • 1 kudos
      Excellent, thank you!
    3. abot
      abot
      • premium
      • 322 kudos
      Should be fixed in version 1.06
  5. Kaedevirus
    Kaedevirus
    • member
    • 3 kudos
    Man, I've recently started replaying Morrowind and all I've been doing is whining in your comments... But I do have a small issue with this mod as well. Seems like the doors are sometimes doubly-locked. As an example I will use the Census Office Warehouse building, which is generally locked with 45pt lock. Assuming you try to break in at night using, for example, Ondusi's Unhinging spell, the lock disappears, however, when you interact with the doors to open them again, they immediately get locked again.
    1. abot
      abot
      • premium
      • 322 kudos
      Don't worry, bug reports are always good, sometimes they are harder to fix/replicate with the abundance of different loading lists but most of the times they are precious when you can replicate the problem.
      I will try a fix/update ASAP.
    2. Kaedevirus
      Kaedevirus
      • member
      • 3 kudos
      Seems to be working properly now. Thanks for the quick fix... Well, two of them. Great job.
  6. 77cats
    77cats
    • premium
    • 7 kudos
    On first boot, it threw an expression error, "unable to find faction id something". I thought it would still be there on the following launch but it's gone.
    After that, it seems to work well and is of course a great addition. I especially like the knocking on the door. ;)
  7. Ceasare
    Ceasare
    • member
    • 3 kudos
    This is really cool thanks.Works with tamriel rebuilt and similar mods too?
    1. abot
      abot
      • premium
      • 322 kudos
      It should work
  8. SaikyoFox
    SaikyoFox
    • member
    • 7 kudos
    Got a crash followed by a stacktrace error

    Lua traceback at time of crash:
    stack traceback:
        [C]: in function '__index'
        .\Data Files\MWSE\mods\abot\door locks\main.lua:154: in function 'getRefVariable'
        .\Data Files\MWSE\mods\abot\door locks\main.lua:165: in function 'isRenting'
        .\Data Files\MWSE\mods\abot\door locks\main.lua:289: in function 'checkActorRef'
        .\Data Files\MWSE\mods\abot\door locks\main.lua:367: in function 'getFirstKnownNPCtype'
        .\Data Files\MWSE\mods\abot\door locks\main.lua:721: in function <.\Data Files\MWSE\mods\abot\door locks\main.lua:410>
        [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>

    not sure if this is a bug or a result of the mods I have so I didnt report it as such yet.
    1. abot
      abot
      • premium
      • 322 kudos
      Thanks, I will add a button to toggle testing for that script variable, it is useful to detect renting services but it seems it crashed for a couple of people so as I cannot reproduce the problem there will be a toggle as workaround in next update-
    2. Warforyou
      Warforyou
      • member
      • 2 kudos
      I get the same crash also
    3. abot
      abot
      • premium
      • 322 kudos
      Did you try disabling the mod "Check script context" MCM option?
    4. Warforyou
      Warforyou
      • member
      • 2 kudos
      Tried it and it worked. Thank you! Sorry for my inattention
  9. ReachHeavenByViolence
    ReachHeavenByViolence
    • premium
    • 37 kudos
    A mod like this that also disables or moves NPCs during the night would be an absolute godsend -- as would a modern MWSE take on a full scheduling mode like LCV.
    1. abot
      abot
      • premium
      • 322 kudos
      Maybe I will give that a try in the future,  but it is not easy (I think the only proper way is to make it smart enough to be dynamic/on the fly, no one is going to make/update npc positions databases for all existing and future mods) so better keep things separated for now.
      There are a  couple of Lua mods doing something like that already, most used seems to be Lightweight Lua Scheduling
    2. ReachHeavenByViolence
      ReachHeavenByViolence
      • premium
      • 37 kudos
      If there's anyone that'd be up to the task of it, it'd be you :)
    3. inpv
      inpv
      • member
      • 15 kudos
      There you go: https://github.com/celediel/Morrowind-NPCs-Go-Home
    4. ReachHeavenByViolence
      ReachHeavenByViolence
      • premium
      • 37 kudos
      That mod is incomplete and crashes when re-enabling NPCs unfortunately.
    5. ReachHeavenByViolence
      ReachHeavenByViolence
      • premium
      • 37 kudos
      I've tried that mod, and unfortunately, it's not disabling any NPCs during the night or in bad weather. Idk if it's an issue with my modlist or what, but another take on the same concept would certainly work better.
    6. Warforyou
      Warforyou
      • member
      • 2 kudos
      I do also use this mod (lightweight lua scheduling) and I can confirm it does complement your most really good. It does work mostly fine for me, though I get rare occasional crashes when it re-enables many npcs at once in crowded places like Balmora, they are not reproductible, though. So I do recommend this mod!
  10. Wis86
    Wis86
    • member
    • 2 kudos
    Any chance of making an openmw.addon?
    1. abot
      abot
      • premium
      • 322 kudos
      No. I don't use OpenMW. Please don't ask.