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[WIP] Following Attackers
      #2695343 - 06/15/04 04:18 PM

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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Re: [WIP] Following Attackers [Re: ]
      #2695372 - 06/15/04 04:36 PM

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.

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Re: [WIP] Following Attackers [Re: Amazing_Amoeba3]
      #2695393 - 06/15/04 04:56 PM

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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Re: [WIP] Following Attackers [Re: ]
      #2695421 - 06/15/04 05:05 PM

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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Re: [WIP] Following Attackers [Re: ]
      #2695434 - 06/15/04 05:07 PM

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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Kvaren001
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Re: [WIP] Following Attackers [Re: ]
      #2695456 - 06/15/04 05:14 PM

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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Bladmand86
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Re: [WIP] Following Attackers [Re: ]
      #2695458 - 06/15/04 05:15 PM

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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Re: [WIP] Following Attackers [Re: ]
      #2695483 - 06/15/04 05:24 PM

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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Bladmand86
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Re: [WIP] Following Attackers [Re: ]
      #2695491 - 06/15/04 05:26 PM

Aerelorn? Do you take requests? I really think the movement system in morrowind could use some improvement

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TheRadec
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Re: [WIP] Following Attackers [Re: ]
      #2695501 - 06/15/04 05:29 PM

Sounds really great !
How much will it stress my poor CPU ?

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Caine
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Re: [WIP] Following Attackers [Re: ]
      #2695554 - 06/15/04 05:49 PM

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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Re: [WIP] Following Attackers [Re: Caine]
      #2695578 - 06/15/04 05:56 PM

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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Re: [WIP] Following Attackers [Re: ]
      #2695586 - 06/15/04 06:02 PM

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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Re: [WIP] Following Attackers [Re: Kvaren001]
      #2695672 - 06/15/04 06:43 PM

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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scifiguy52
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Re: [WIP] Following Attackers [Re: ]
      #2695680 - 06/15/04 06:46 PM

what about making companions follow you when you teleport then?

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Re: [WIP] Following Attackers [Re: scifiguy52]
      #2695693 - 06/15/04 06:53 PM

will the enemy following me be able to open a door that I locked?

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Torpulf
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Re: [WIP] Following Attackers [Re: ]
      #2695720 - 06/15/04 07:01 PM

"Anyone want to comment?"

Yes, you have now convinced me. I only suspected it earlier, but now I know for sure - you are God



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Lucypher
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Re: [WIP] Following Attackers [Re: Torpulf]
      #2695745 - 06/15/04 07:15 PM

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.

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lochnarus
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Re: [WIP] Following Attackers [Re: ]
      #2695805 - 06/15/04 07:38 PM

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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neonfaktory
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Re: [WIP] Following Attackers [Re: lochnarus]
      #2695880 - 06/15/04 08:02 PM

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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Re: [WIP] Following Attackers [Re: neonfaktory]
      #2695893 - 06/15/04 08:07 PM

That is a good point. They would have to return home after the chase ends.

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Re: [WIP] Following Attackers [Re: scifiguy52]
      #2696713 - 06/16/04 01:32 AM

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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Re: [WIP] Following Attackers [Re: ]
      #2696969 - 06/16/04 03:20 AM

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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Re: [WIP] Following Attackers [Re: ]
      #2697518 - 06/16/04 10:11 AM

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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Re: [WIP] Following Attackers [Re: ]
      #2697750 - 06/16/04 11:45 AM

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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_Grey_
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Re: [WIP] Following Attackers [Re: ]
      #2697819 - 06/16/04 12:23 PM

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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Re: [WIP] Following Attackers [Re: Arsonide]
      #2698231 - 06/16/04 03:13 PM

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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Re: [WIP] Following Attackers [Re: ]
      #2698590 - 06/16/04 05:10 PM

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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Re: [WIP] Following Attackers [Re: _Grey_]
      #2698601 - 06/16/04 05:14 PM

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
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Re: [WIP] Following Attackers [Re: ]
      #2698711 - 06/16/04 06:09 PM

This an exciting idea Aerelorn. Great to see you back here with a new project.

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captain_crisis
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Re: [WIP] Following Attackers [Re: Nigedo]
      #2699164 - 06/16/04 08:34 PM

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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scifiguy52
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Re: [WIP] Following Attackers [Re: Nigedo]
      #2699169 - 06/16/04 08:36 PM

hey, while your at it, is it possible for you to make more quick keys? they seem to be wanted

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Re: [WIP] Following Attackers [Re: _Grey_]
      #2700226 - 06/17/04 02:53 AM

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
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Re: [WIP] Following Attackers [Re: ]
      #2700375 - 06/17/04 04:30 AM

this is gonna be sweet!

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Re: [WIP] Following Attackers [Re: ]
      #2700523 - 06/17/04 06:24 AM

Quote:


Don't think so.




)=

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TSURUGA
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Re: [WIP] Following Attackers [Re: ]
      #2703796 - 06/18/04 07:08 AM

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
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Re: [WIP] Following Attackers [Re: ]
      #2871584 - 07/31/04 11:00 AM

MORE GREAT MODS!! GIMME THEM ALL!!


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Kirel
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Re: [WIP] Following Attackers [Re: ]
      #2872125 - 07/31/04 02:23 PM

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?

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Re: [WIP] Following Attackers [Re: Kirel]
      #2884436 - 08/03/04 08:03 PM

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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Re: [WIP] Following Attackers [Re: ]
      #2884723 - 08/03/04 09:20 PM

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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Re: [WIP] Following Attackers [Re: ]
      #2884811 - 08/03/04 09:41 PM

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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Re: [WIP] Following Attackers [Re: ]
      #2885212 - 08/04/04 12:08 AM

Quote:

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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EarthquakeDamage
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Reged: 08/07/03
Posts: 359
Re: [WIP] Following Attackers [Re: ]
      #2885483 - 08/04/04 02:12 AM

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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Re: [WIP] Following Attackers [Re: EarthquakeDamage]
      #2885505 - 08/04/04 02:23 AM

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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TMTY_Lizard
Adept

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Re: [WIP] Following Attackers [Re: ]
      #2885596 - 08/04/04 03:07 AM

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
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Reged: 08/03/04
Posts: 37
Loc: Dallas, TX
Re: [WIP] Following Attackers [Re: TMTY_Lizard]
      #2885631 - 08/04/04 03:28 AM

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

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Kirel
Curate

Reged: 06/10/03
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Re: [WIP] Following Attackers [Re: ]
      #2885828 - 08/04/04 05:10 AM

Quote:

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.




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!

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Re: [WIP] Following Attackers [Re: EarthquakeDamage]
      #2886834 - 08/04/04 12:37 PM

Quote:

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.

Quote:

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.

Quote:

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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Re: [WIP] Following Attackers [Re: GhostNull]
      #2886838 - 08/04/04 12:38 PM

Quote:

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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TMTY_Lizard
Adept

Reged: 05/29/03
Posts: 304
Re: [WIP] Following Attackers [Re: ]
      #2886947 - 08/04/04 01:10 PM

Quote:

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

Reged: 10/02/03
Posts: 114
Re: [WIP] Following Attackers [Re: ]
      #2887018 - 08/04/04 01:29 PM

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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Re: [WIP] Following Attackers [Re: ]
      #2887483 - 08/04/04 05:40 PM

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!

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Re: [WIP] Following Attackers [Re: Brand]
      #2888409 - 08/04/04 10:30 PM

Quote:

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
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Re: [WIP] Following Attackers [Re: ]
      #2889063 - 08/05/04 02:21 AM

Quote:

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...

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Re: [WIP] Following Attackers [Re: Kirel]
      #2890564 - 08/05/04 01:51 PM

Quote:

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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