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.
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.
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.
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?
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.
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.
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.
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. ;)
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.
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-
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.
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
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.
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!
41 comments
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!
- 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.
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.
[EDIT] should be fixed in version 1.08
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.
I will try a fix/update ASAP.
After that, it seems to work well and is of course a great addition. I especially like the knocking on the door. ;)
not sure if this is a bug or a result of the mods I have so I didnt report it as such yet.
There are a couple of Lua mods doing something like that already, most used seems to be Lightweight Lua Scheduling