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Following
Attackers is an idea StanRex gave me a few days ago for a new
MWE-powered mod.
When you go through a load door instead of
just standing there waiting for you to return, the enemies you were
fighting will follow you through and keep attacking. Here's a few
screenshots for illustrative purposes:
Me fighting Sellus Gravius in the Census
Office Sellus Gravius after he follows me outside Me fighting Socucius Ergalla, Sellus Gravius, Arille,
and more outside in Seyda Neen
It's not implemented
yet, but I plan to have the enemies wait for a few moments before
they come out based on how far away they were from the door. Also, I
think I'll keep shopkeepers from leaving their
shops.
Issues/Concerns:
- The enemies just pop into existence outside the load door.
Don't think there's anything I can do about that though.
- Currently animals like rats can follow you even though they
probably shouldn't be able to open doors. Determining which
creatures can and cannot follow is a sticky
issue.
Anyone want to comment?
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Amazing_Amoeba3 |
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Loc: They all came from outer space!
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Aerelon is
back! YAY! you make excellent mods!
But nontheless, this is
indeed a good addition. It solves something rather silly, now
fighting enemies and running away won't be easy... Invisibility
Potions will have use!
And
I have no suggestion as this is a simple idea, that doesn't need to
be complicated.
-------------------- Clockwork
Orange, Alex Devil's Eyes, Horns and
Halos, Nocturnal Flies, Surrounded by
voyeurs, Crack smoking Lawyers, Nasty Ah!
Ah!
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only creatures
with hands eg.skeleton,bone walker,bone lord and so on rats,alts,and
especialy cliff racers SHOULD NOT be able to open doors. and a
question if the person you attack has 25|50 helth before you go out
of the door when they come thru the door will they have full health?
50|50?
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Anything with
5 digits on their hands should be able to open doors. Things that
are too big (Orgrims), or unintelligent (rats, cliffracers, kwama
among others) shouldn't.
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Quote:
only creatures with hands eg.skeleton,bone walker,bone lord
and so on rats,alts,and especialy cliff racers SHOULD NOT be able
to open doors. and a question if the person you attack has 25|50
helth before you go out of the door when they come thru the door
will they have full health? 50|50?
1. Well, the problem is
telling who has hands. I'd prefer not to use a list of ids because
that would break on creature mods.
2. They'll be the exact
same as they were on the other side.
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What about
critters that fly? I know from prior modding experiments that cliff
racers are not the most agile and graceful of creatures when brought
indoors. From my experience, they often get stuck in the "void"
surrounding an interior cell. I realize adding in individual IDs is
counter productive, but could air born vermin be excluded?
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Quote:
Anything with 5 digits on their hands should be able to open
doors. Things that are too big (Orgrims), or unintelligent (rats,
cliffracers, kwama among others) shouldn't.
Realisticly they should be
able to smash down the door..
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This feature
is missing badly in Morrowind. Nice to see you're going to adress
this 'issue'.
Quote:
The enemies just pop into existence outside the load door.
Don't think there's anything I can do about that
though.
Well, basically the player does so
to, I see no real problem here.
Quote:
Currently animals like rats can follow you even though they
probably shouldn't be able to open doors. Determining which
creatures can and cannot follow is a sticky issue.
As one opened the door already to
get outside, there's a little chance some critter follows through
the open door. If it would be possible to implement, you could try
adding some randomness of enemies following you, just to simulate
the fact a closed door will prevent them to follow.
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Aerelorn? Do
you take requests?
I really think the movement system in morrowind could use some
improvement
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TheRadec |
Acolyte |
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Sounds really
great ! How
much will it stress my poor CPU ?
-------------------- Batteries no electrification
dissolution. Plunge ioto aquaor fire.
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Caine |
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Posts: 456 |
Loc: San Diego | |
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my vote says
attach ids to the creatures who should be able to open doors, and
let other creature modders deal with making theirs compatible with
this one.
great idea, i didnt even know this was possible!
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StanRex |
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yay! great to
see my idea was useful ! :-)
and great to see it works to.
Just my cts about the "rats can follow you" : the PC may not close
the door after him each time he leaves the cell, if he is under
attack, he might be too busy trying to protect himself. Plus the
creature may just be quick and go through the door while it s still
open. I don t think it s worth wondering if the creature can open
the door or not. Plus, kagouti willing to follow you wouldn t have
to open the door, they would just blast it :-)
edit : I like
a lot the delay idea too..
and if you want to see why MWE
rulez, well it s because doing this with regular morrowind script
would have been very difficult, if not impossible. check this thread
out http://www.elderscrolls.com/ubbthreads/showflat.php?Cat=&Number=2684682&page=5&view=collapsed&sb=5&o=14&fpart=1&vc=1
thx to MWE, it s possible!
Edited by StanRex (06/15/04 06:05 PM)
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Great idea!
Great to have you back on tracks! What
about also make followers follow you when you teleport? Would it be
possible using the same system?
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Quote:
Kvaren001: What about critters that fly? I know from
prior modding experiments that cliff racers are not the most agile
and graceful of creatures when brought indoors. From my
experience, they often get stuck in the "void" surrounding an
interior cell. I realize adding in individual IDs is counter
productive, but could air born vermin be excluded?
Yeah, flying things definately
shouldn't be following you. I had a few Bull Netches follow me into
a tiny house and get stuck in the ceiling.
Quote:
Cethegus: As one opened the door already to get
outside, there's a little chance some critter follows through the
open door. If it would be possible to implement, you could try
adding some randomness of enemies following you, just to simulate
the fact a closed door will prevent them to follow.
That's a possibility, though I
think simpler case of hands/no-hands might be better. Give the
player the benefit of the doubt that they managed to close the door
in time.
Quote:
Bladmand86: Aerelorn? Do you take requests?
I really think the movement system in morrowind could use some
improvement
What do you mean
exactly?
Quote:
TheRadec: Sounds really great ! How
much will it stress my poor CPU ?
None.
Quote:
TheLys: Great idea! Great to have you back on tracks!
What
about also make followers follow you when you teleport? Would it
be possible using the same system?
Hmm, that's an interesting
idea. Maybe if the enemy has a very high mysticism they get to
follow you. Or perhaps that's being too cruel to the player
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what about
making companions follow you when you teleport then?
-------------------- http://www.cuneo.us/tesmw/browse.php?dir=scifiguy52
<- my pictures Realm of the Damned thread
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will the enemy
following me be able to open a door that I locked?
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Torpulf |
Disciple |
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Loc: The realm where the Pizzafishes roam free
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"Anyone
want to comment?"
Yes, you have now convinced me. I only
suspected it earlier, but now I know for sure - you are God
-------------------- - Torgulf
Forum of the Dead NPC
Soultrapping
“It's called a
‘changeover’. The movie goes on, and nobody in the audience has any
idea.”
Bowling for Truth
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Lucypher |
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Loc: Sanctuary | |
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I would love
this in Morrowind. I have been playing NWN and this type of NPC
action was in the game aswell. I like how the NPC in NWN will open
doors and chase you down and close doors to get away form you. If
they are companion they will for example if you died they will
teleport back to where you are but they will walk out of the
building and continue to attack the enemy like if they are out side
the building you teleported to as if they have a brain or there
own.
Can't wait to see this in Morrowind.
-------------------- "I am Kain."
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lochnarus |
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Cool
idea.
Another idea I had thought about was MW's law and theif
system. Line of Sight, and that sort of thing.
Why do
shopkeepers let you rummage through their personal belongings, alot
of time in their bedrooms, or upstairs dining areas?
just an
idea.
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Sounds awesome
- it's these kind of tweaks/improvements that I *really* appreciate.
What I'm wondering now is, do they find thier way back? Say
you've stolen something from Arrile and they all follow you outside.
While outside, you pay your fine, will they all be out there from
then on? If so, I have an idea, though I don't doubt you've thought
of it already.
Just by observation I've noticed that after
put into attack mode and then taken out of it, NPCs return to the
last spot they were. Gets cumbersome at times, but you could use
this to your advantage by placing that "return" point right at the
doorstep once they step outside. After combat, the game should have
them return to that spot, so them navigating back to thier buildings
would be handled. Then once they reach that point, trigger them to
reset to thier initial cell and position, if this is possible,
making it look like they went back inside.
Of course, you
might want to have some safeguards like a "return timer" option that
resets them regardless if they've arrived based off a distance based
time limit, in case they get stuck on the way back, and so on.
Looking forward to this and anything else you might pick up
- I've got a few innovative gameplay tweaks like this if you ever
run out of ideas .
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Lucypher |
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Posts: 829 |
Loc: Sanctuary | |
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That is a good
point. They would have to return home after the chase ends.
-------------------- "I am Kain."
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Quote:
scifiguy52: what about making companions follow you
when you teleport then?
That's something that should
be handled by the companion mod itself.
Quote:
neonfaktory: What I'm wondering now is, do they find
thier way back? Say you've stolen something from Arrile and they
all follow you outside. While outside, you pay your fine, will
they all be out there from then on? If so, I have an idea, though
I don't doubt you've thought of it already.
Probably not. The code to do
so would be overly complex. That's the primary reason to restrict
shopkeepers from leaving their shops. It might also be necessary to
restrict regular NPCs from leaving their homes too.
Quote:
neonfaktory: Looking forward to this and anything else
you might pick up - I've got a few innovative gameplay tweaks like
this if you ever run out of ideas .
By all means, send them to me.
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Quote:
Quote:
scifiguy52: what about making companions follow you
when you teleport then?
That's something that should
be handled by the companion mod itself.
It's precisely because it
can't be done with normal scripting that we ask you to help
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Quote:
It's precisely because it can't be done with normal scripting
that we ask you to help
Well then. The only problem I
can see is in detecting whether an NPC is or isn't a companion. That
might not be possible.
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Arsonide |
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Yeah this mod
would be a great idea, when I fought *a major battle at the end of
Tribunal* I was nowhere near the level I should have been for
the fight. I'd get hurt, run outside the room the battle was in,
sleep for 6 hours and go back in to fight some more (the enemy's
health went up a little, but not much...) After all the math, I
calculated that the battle took approximately 6 months. Talk about
your epic legends.
On the issue about people going back to
where they were, why not, instead of moving the NPC, make a copy of
it to follow you out, and delete the copy if you switch cells and
are outside of say 3000 meters. That way they "Go" back to where
they were. The only exception to this would be if you went back into
their cells, in which case they'd "follow" you back in. (The outside
copy would have been deleted in the cell change, but the inside
model is still in combat from before, making it look like he
followed you anyway) Of course, all actions done to either of the
models need to be carried over to the other one, so if the outside
one dies, the inside one needs to be deleted. Etc. Just
brainstorming for you, maybe a Eureka! will come out of it.
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Quote:
Quote:
It's precisely because it can't be done with normal
scripting that we ask you to help
Well then. The only problem
I can see is in detecting whether an NPC is or isn't a companion.
That might not be possible.
Well, can't MWE read the AiSettings
more complex than MW? If an NPC is in follow mode and has the
follow-"target" player, it must be a companion for sure...
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Quote:
Arsonide: Yeah this mod would be a great idea, when I
fought *a major battle at the end of Tribunal* I was nowhere
near the level I should have been for the fight. I'd get hurt,
run outside the room the battle was in, sleep for 6 hours and go
back in to fight some more (the enemy's health went up a little,
but not much...) After all the math, I calculated that the battle
took approximately 6 months. Talk about your epic legends.
Hehe, I've done the same thing
with some of my characters in the past. So I'm glad to close that
little exploit.
Quote:
Arsonide: On the issue about people going back to where
they were, why not, instead of moving the NPC, make a copy of it
to follow you out, and delete the copy if you switch cells and are
outside of say 3000 meters. That way they "Go" back to where they
were. The only exception to this would be if you went back into
their cells, in which case they'd "follow" you back in. (The
outside copy would have been deleted in the cell change, but the
inside model is still in combat from before, making it look like
he followed you anyway) Of course, all actions done to either of
the models need to be carried over to the other one, so if the
outside one dies, the inside one needs to be deleted. Etc. Just
brainstorming for you, maybe a Eureka! will come out of it.
I dunno, duplicating NPCs
sounds like something that would likely cause trouble. The major
problem is that MWE can't be used for anything that takes place over
a long period of time, because I can't save state information with a
save game. Anything that would take a lot of time would be broken by
a save+reload.
Quote:
_Grey_: Well, can't MWE read the AiSettings more
complex than MW? If an NPC is in follow mode and has the
follow-"target" player, it must be a companion for sure...
Theoretically yes, but that's
something I haven't found yet. But more to the point, the following
data is actually the exact information I need. I figured out how to
read an NPCs local variables externally(so I can look for the
companion short and what it's set to), but that's not enough because
most companion mods let you tell the NPC to wait somewhere for you.
If they're waiting, you probably wouldn't want them to teleport with
you.
So while the local variable capability is still useful,
it's not what I need for this one. I'll have to see about the follow
stuff.
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_Grey_ |
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Quote:
Theoretically yes, but that's something I haven't found yet.
But more to the point, the following data is actually the exact
information I need. I figured out how to read an NPCs local
variables externally(so I can look for the companion short and
what it's set to), but that's not enough because most companion
mods let you tell the NPC to wait somewhere for you. If they're
waiting, you probably wouldn't want them to teleport with
you.
So while the local variable capability is still
useful, it's not what I need for this one. I'll have to see about
the follow stuff.
I've thought about that before
man..when the companion mods are telling a companion to wait they
must change the AiSetting, because if it would be still "follow",
they would try to follow the player in fact. The other Problem...if
you can use GetCurrentAiPackage for the NPC you can determine if an
NPC is in follow mode or not...so the most difficult thing is the
following target. Am I right? If yes so good luck to you while
finding this Information...
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Arsonide |
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Hmmm, is there
any sort of string support in MWE - journal enhanced had to have
used something similar right? Then you could drop an activator with
the NPC or Monster ID in question, and when the player gets outside
a certain distance of the NPC in question it'd just warp it back to
his activator and delete the activator. Simple? Maybe not, I'm just
trying to help because if ANYBODY could chase you, that'd be very
cool.
The AI usually always knows where you are after combat
is initiated, so there's no worries about losing the player until he
gets outside say, 3000 meters, if the player goes back inside, the
NPC will go back inside, but if the player gets outside 3000 meters,
you might as well warp, you know he's not coming back for a while.
Edited by Arsonide (06/16/04 05:18
PM)
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Nigedo |
Diviner |
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Loc: Deep beneath Vvardenfell
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This an
exciting idea Aerelorn. Great to see you back here with a new
project.
-------------------- Dean of The
Theoretical Whirling School Of Vivec
The Whirling School | Academy for Dwemer Studies | TES Lore FAQ
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It is good to
see you back Aerelorn! A few thoughts:
Maybe Ghosts would
follow you through walls as well as doors?
Vampires might not
want to follow you outside if it was daytime?
Could
you pick up if a door was locked?
How about playing the
sound of the door being opened just before they come after you. I
can feel those beads of sweat forming on my brow now. You retreat
after a tough battle ... reach for your potions ... and then hear
the sound of the door being tried ... and then opening ...
EEEK.
I havent looked but is the dexterity of monsters
differentiated enough to be usable as a test for potential to open a
door?
Very interesting mod, AGAIN. Thank you!
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hey, while
your at it, is it possible for you to make more quick keys? they
seem to be wanted
-------------------- http://www.cuneo.us/tesmw/browse.php?dir=scifiguy52
<- my pictures Realm of the Damned thread
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Quote:
_Grey_: I've thought about that before man..when the
companion mods are telling a companion to wait they must change
the AiSetting, because if it would be still "follow", they would
try to follow the player in fact. The other Problem...if you can
use GetCurrentAiPackage for the NPC you can determine if an NPC is
in follow mode or not...so the most difficult thing is the
following target. Am I right? If yes so good luck to you while
finding this Information...
Actually, that should be
enough. If they're using the follow AiPackage and are a companion,
then they teleport with you. I can't think of a mod that would have
a companion following someone other than you.
Quote:
Arsonide: Hmmm, is there any sort of string support in
MWE - journal enhanced had to have used something similar right?
Then you could drop an activator with the NPC or Monster ID in
question, and when the player gets outside a certain distance of
the NPC in question it'd just warp it back to his activator and
delete the activator. Simple? Maybe not, I'm just trying to help
because if ANYBODY could chase you, that'd be very
cool.
The AI usually always knows where you are after
combat is initiated, so there's no worries about losing the player
until he gets outside say, 3000 meters, if the player goes back
inside, the NPC will go back inside, but if the player gets
outside 3000 meters, you might as well warp, you know he's not
coming back for a while.
There's no easy way for me to
store the id and original location of the NPC. The strings in JEN
only have to be there for a split second, not stored for any length
of time. Also, things would get complicated if they followed you out
of their house and then into another one and then back out,
etc.
Quote:
captain_crisis: 1. Maybe Ghosts would follow you
through walls as well as doors?
2. Vampires might not want
to follow you outside if it was daytime?
3.
Could you pick up if a door was locked?
4. How about
playing the sound of the door being opened just before they come
after you. I can feel those beads of sweat forming on my brow now.
You retreat after a tough battle ... reach for your potions ...
and then hear the sound of the door being tried ... and then
opening ... EEEK.
5. I havent looked but is the dexterity
of monsters differentiated enough to be usable as a test for
potential to open a door?
1. No can do. Though I wonder
if anyone's tried making a creature mesh with a NoCollision
flag.
2. That's probably a good idea. Though it'd be really
really funny if I left it out, lol.
3. Yes, though
identifying the outside door correctly could be a bit of work. It
would give the Lock spell effect an actual use though, so I'll look
into it.
4. I'd have to find a link from the door to its
sound, but it might work. One thing to note is that when I bring the
enemy through the door, I have to call StartCombat Player on them
again. When that happens they'll usually say a battle cry of some
sort.
5. It might be. Rats/Mudcrabs/Scribs/etc seem to have
an agility<50, so that could be enough. I can also detect the
animation type(i.e. Flying/Swimming/Walking/Biped), so I can cut out
the Flying/Swimming creatures.
Quote:
scifiguy52: hey, while your at it, is it possible for
you to make more quick keys? they seem to be wanted
Don't think so.
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Caine |
Curate |
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Posts: 456 |
Loc: San Diego | |
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this is gonna
be sweet!
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Quote:
Don't think so.
)=
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TSURUGA |
Acolyte |
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Posts: 178 |
Loc: France, Paris or Ancient Japan, Edo...
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Hi! Another
great mod! Very exciting idea to have plenty of ennemies trying to
follow my avatar...I wait this new supermod!
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Sergna |
Acolyte |
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Posts: 184 |
Loc: Rainbow Tiger with a Hornet's head
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MORE GREAT
MODS!! GIMME THEM ALL!!
HAHAHAHA!! I'M MOD CRAZY!!
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Kirel |
Curate |
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Quote:
3. Yes, though identifying the outside door correctly could be
a bit of work. It would give the Lock spell effect an actual use
though, so I'll look into it.
How about checking the NPC's
security skill against the strength of the lock so they could pick
it?
Also, with sending people back inside/outside, how about
a reset actors command when the player is somewhere isolated? Real
messy I know, but I think that making them return from where they
came from is really important for realisms sake. Maybe for version
2?
-------------------- http://www.jerkcomics.com/
I am currently:
Offline, in bed.
((x6)-1)+
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This is a
fabulous idea! 'Twill add much needed realism... which seems to be
your quest in general with all your wonderful mods.
A couple
thoughts: 1) Can you make the "following" of a creature through
a door random based up a success roll of a die? This immitates the
concept of a creature just giving up the pursuit. 2) Could you
add a check on the player's security/agility/speed (or whatever)
that can stop the "following"? This adds some type of experience
where a player may improve fleeing over time.
I think that
if I knew I would always be followed no matter where I flee, then I
would never attempt it... I'd just keel over and die. But a chance
of getting away needs to be there to keep hope alive and add to the
suspense.
Keep those terrific ideas rolling into applicable
mods! Your creativity is our gain... and we are very appreciative!!!
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Quote:
Kirel: Also, with sending people back inside/outside,
how about a reset actors command when the player is somewhere
isolated? Real messy I know, but I think that making them return
from where they came from is really important for realisms sake.
Maybe for version 2?
It won't work, unfortunately.
Reset actors only works on NPCs who are supposed to be in that cell.
But I think by restricting it to guards/bandits/creatures, most of
the awkwardness will be removed. Normal people will stick with their
houses/shops.
Quote:
manicotti: This is a fabulous idea! 'Twill add much
needed realism... which seems to be your quest in general with all
your wonderful mods.
A couple thoughts: 1) Can you make the "following" of a
creature through a door random based up a success roll of a die?
This immitates the concept of a creature just giving up the
pursuit. 2) Could you add a check on the player's
security/agility/speed (or whatever) that can stop the
"following"? This adds some type of experience where a player may
improve fleeing over time.
I think that if I knew I would
always be followed no matter where I flee, then I would never
attempt it... I'd just keel over and die. But a chance of getting
away needs to be there to keep hope alive and add to the suspense.
1. I suppose that's doable for
creatures. Not sure exactly which stats to base the die role off of
though.
2. I see what you mean, but I don't really like the
idea of making it random. A guard isn't just going give up because a
door gets in the way. Plus, it gives the Lock spell real purpose.
Though I suppose I could see about making a mod that let's you
relock doors with your security skill, so thieves have an option
too. No promises though.
Glad you like my mods
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To just put it
plainly, you're amazing. If I was Bethesda, I'd be hiring you as we
speak for TES4. I worry a little that because of modders like you,
Cortex, TheLys, Max, Skydye, and the list goes on, that it will be a
step down from modded TES3.
Please make this WIP a
REL.
The only other work in progress, by anyone, that I'm
anticipating as much is Crime Enhanced.
Take these
and these
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I worry a little that because of modders like you, Cortex,
TheLys, Max, Skydye, and the list goes on, that it will be a step
down from modded TES3.
I'm sure at least some of that
list will still be around by the time TES4 comes out. And hopefully
Bethesda will make their own improvements.
Quote:
Please make this WIP a REL.
The only other work in
progress, by anyone, that I'm anticipating as much is Crime
Enhanced.
Hehe, actually Crime Enhanced
is what's holding it up. I need to work out a few details for that
before I can finish this one, to make sure they don't end up
conflicting.
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Have you
considered a way to approach enemies attacking the player that can't
physically reach the door? Example: A door on a ledge only
reachable by jumping across a long chasm or levitating or something
along those lines. Such cases may be uncommon, but it'd certainly
be weird if a bandit suddenly learned how to leap 40 feet up a ledge
to follow a player escaping through an odd cave's back
door.
Also, as far as locking the door is concerned, I assume
you mean that if the player quickly locks a door after passing
through it that creatures can't follow through that door.
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Good point. I
hadn't thought of that.
And please make them follow the PC as
long as possible..........................so I can lead them back to
my lair into the dungeon mwhahahaahahahahah
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Aerelorn: Can
MWE tell which NPC's are attacking the player? AFAIK, the Morrowind
scripting language can't tell when the player is 'in combat' or
being targetted by hostiles. If MWE can, there's some interesting
possibilities!
An
aside: Do you ever plan on making MWE open source? I wouldn't be
able to do anything with it, but I reckon someone around here could.
Your mods are incredible, but imagine what 10 coders could do with
MWEs capabilities!
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GhostNull |
Novice |
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Reged: 08/03/04 |
Posts: 37 |
Loc: Dallas, TX | |
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Yay, great
work Aerelorn. Another soon-to-be great addition to the already
awesome Morrowind Enhanced collection. Keep it up!
Oh, by the
way....
just for you
-------------------- I am the Ghost of the
Nully Night. If you're wondering, I don't even know what that
means....gotta go
Firemoth: The Aftermath
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Kirel |
Curate |
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Reged: 06/10/03 |
Posts: 485 |
Loc: Jerksville | |
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Quote:
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Kirel: Also, with sending people back inside/outside,
how about a reset actors command when the player is somewhere
isolated? Real messy I know, but I think that making them return
from where they came from is really important for realisms sake.
Maybe for version 2?
It won't work,
unfortunately. Reset actors only works on NPCs who are supposed to
be in that cell. But I think by restricting it to
guards/bandits/creatures, most of the awkwardness will be removed.
Normal people will stick with their houses/shops.
Ok, scratch that...
I
confess I haven't really dabbled in modding for over a year, and
even then it was just experimenting with scripting, but isn't there
some kind of "don't save information about this object" tag that you
could apply to guards/bandits/creatures etc that would mean that
once you were far enough away they'd automatically default back to
their original position? I don't know, I'm working with half
remembered techniques that I didn't fully understand at the time,
but there's always a chance that I'll hit on the answer at random!
-------------------- http://www.jerkcomics.com/
I am currently:
Offline, in bed.
((x6)-1)+
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EarthquakeDamage: Have you considered a way to approach
enemies attacking the player that can't physically reach the
door? Example: A door on a ledge only reachable by jumping
across a long chasm or levitating or something along those
lines. Such cases may be uncommon, but it'd certainly be weird
if a bandit suddenly learned how to leap 40 feet up a ledge to
follow a player escaping through an odd cave's back door.
I haven't decided exactly what
value it'll be, but only enemies within a certain distance of the
door will follow through. That should help eliminate excessively
weird things, and it gives the player the chance to fully escape if
they can put enough distance between them and their
attacker.
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EarthquakeDamage: Also, as far as locking the door is
concerned, I assume you mean that if the player quickly locks a
door after passing through it that creatures can't follow through
that door.
Yes, that's what I have
planned.
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TMTY_Lizard: Aerelorn: Can MWE tell which NPC's are
attacking the player? AFAIK, the Morrowind scripting language
can't tell when the player is 'in combat' or being targetted by
hostiles. If MWE can, there's some interesting possibilities!
Yes, it can. As for open
source, that would make my life a little bit too complicated. It's
got enough of that already.
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GhostNull: Yay, great work Aerelorn. Another soon-to-be
great addition to the already awesome Morrowind Enhanced
collection. Keep it up!
Oh, by the way....
just for you
Gracias
Quote:
Kirel: I confess I haven't really dabbled in modding
for over a year, and even then it was just experimenting with
scripting, but isn't there some kind of "don't save information
about this object" tag that you could apply to
guards/bandits/creatures etc that would mean that once you were
far enough away they'd automatically default back to their
original position? I don't know, I'm working with half remembered
techniques that I didn't fully understand at the time, but there's
always a chance that I'll hit on the answer at random!
Don't think that'll work. But
I appreciate the input you're giving. I'm hoping that there's some
easy way that I've missed, so you might just hit on it.
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As for open source, that would make my life a little bit too
complicated. It's got enough of that already.
Fairy Nuff. It's your baby
.
But can I request that if you ever lose interest in Morrowind / Move
on to bigger things / Run out of free time / Some other Real Life
thing stops you modding - please please please hang aroung enough to
post the source code and THEN vanish .
It would be a shame to lose all that incredible
work.
Anyways, good luck with both the crime and door mods!
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Brand |
Acolyte |
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Reged: 10/02/03 |
Posts: 114 |
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Is there a way
to limit the distance an npc will chase you? Just a thought, as I
once slapped an npc from Seyda Neen and he chased me, on land and
sea, all the way to Solsthiem !
Talk about persistance...
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Kirel |
Curate |
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Reged: 06/10/03 |
Posts: 485 |
Loc: Jerksville | |
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Quote:
Don't think that'll work. But I appreciate the input you're
giving. I'm hoping that there's some easy way that I've missed, so
you might just hit on it.
Ok, if you thought the last
two were messy solutions, wait 'til you hear this: What if the
guards/bandits that chase you were spawned from a leveled list, ala
Morrowind Comes Alive, only a leveled list with one entry?
Theoretically they would reset once you'd left and re-entered the
cell. All you'd have to do would be replace every single NPC with a
leveled list, thereby making it incompatible with every mod ever!
What fun!
-------------------- http://www.jerkcomics.com/
I am currently:
Offline, in bed.
((x6)-1)+
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Brand: Is there a way to limit the distance an npc will
chase you? Just a thought, as I once slapped an npc from Seyda
Neen and he chased me, on land and sea, all the way to Solsthiem
!
Talk about persistance...
Boy, that guy must've really
hated you. But no, I don't plan to do anything about that. Once I
call "startcombat player", they're on their
own.
Quote:
Kirel: Ok, if you thought the last two were messy
solutions, wait 'til you hear this: What if the guards/bandits
that chase you were spawned from a leveled list, ala Morrowind
Comes Alive, only a leveled list with one entry? Theoretically
they would reset once you'd left and re-entered the cell. All
you'd have to do would be replace every single NPC with a leveled
list, thereby making it incompatible with every mod ever! What
fun!
OH MY GOD!
It's so obvious now! I'll get started on that right
away!
Hehe
Keep trying.
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Kirel |
Curate |
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Reged: 06/10/03 |
Posts: 485 |
Loc: Jerksville | |
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Hehe
Keep trying.
A swing and a miss...ok, how
about this? On startcombat player the NPC spawns an activator with
an "CellChanged: Placeatme NPC, setdelete 1" script attached. Except
I guess it would a: detect a cell change when you entered a building
and b: stop running the script once you were far enough away to want
it to work. Perhaps it could be set to run if you had gone far away
and then returned to the cell?
I'm just gonna keep swinging
at that pinata...
-------------------- http://www.jerkcomics.com/
I am currently:
Offline, in bed.
((x6)-1)+
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A swing and a miss...ok, how about this? On startcombat player
the NPC spawns an activator with an "CellChanged: Placeatme NPC,
setdelete 1" script attached. Except I guess it would a: detect a
cell change when you entered a building and b: stop running the
script once you were far enough away to want it to work. Perhaps
it could be set to run if you had gone far away and then returned
to the cell?
Generating that activator
would be non-trivial. But also, what if you killed the person when
they were chasing you? And if you didn't kill them, they would still
be wandering around outside somewhere.
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