Ninja Monkeys: All TR modders should get this!!!!

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Xerox
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Ninja Monkeys: All TR modders should get this!!!!

Post by Xerox »

The new version is out, so get it, in my latest post.

V 1.1

* Added bloodmoon's bear and wolf armors (w/o enchantments). Also added huntsman's weapons for to the random lists. The Sahulm and Nordic ones are "ANTI" lore, so I couldn't add the to the general list. How ever in the next versions I'd likly be creating the generators for the Nordic areas.

* Adresed the issue of posibility of low lev NPCs weilding glass/elbony/etc weapons. I added a seperate generator for items given to lower lev chars. This generator has significantly less powerful stuff.

* Fixed the problem of archers having 20 bows and 1 arrow, (sorry I screwed up)

* Gave some archers crossbows

* Gave a posibility that normal NPCs (25th level and higher) would get daedric/glass and ebony arrows

* Added Npcs (15 new ones) for levels 3 for all 3 categories (fighters, archers, mages)

* Added 50+ more mages, so now there is as many mages as there are fighters and archers.
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Ok I finally completed it. Here what this mod does:
If you are creating a dungeon, this mod would cut down the time spent creating and arming NPCs. All you have to do is just use one of my random creature generators. Now this is good for you, since it saves time, and its good for the player, since the player is always challenged. You know how if you are lev. 25+ in Original Morrowind there are few things that are stronger then you? well this mod solves this problem!

So this is the full list of features in version 1.0 (I plan on adding more stuff). If you have a comment, idea, item you want added, or simply found a problematic feature: post a reply.

------------------------------------------------
V 1.0

* Rnd generators for hostile NPCs, for random archers, warriors, and wizards. The generated npc's work for levels 1-50. And a random generator that combines the 3.

* 140+ NPCs that are evenly distributed between the above 3 categories.

* Random generator for Deadras: with 3 new creatures-> Greater Atriarchs (fire, ice, storm) and a deadric archer. Basically these add flavor to the original generator.

* 20+ new items, that use simple enchantments.For example I noticed how there weren’t any enchanted glass halberds, and solved this problem, by using betheresas or creating realistic enchantments.
Last edited by Xerox on Tue May 18, 2004 8:44 am, edited 3 times in total.
Xerox
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Post by Xerox »

Look down for my latest post, for the latest version of the mod.
Last edited by Xerox on Tue May 18, 2004 8:49 am, edited 1 time in total.
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Post by Xerox »

This is my first public mod, so cut me some slack, I'm going to be upgrading whant this mod does, by adding Bloodmoon items. Also, can someone point in the derection of "armors of Tamaries" and "weapons of tamariael mods"? Cos I cant find them....

There was confusion on how to use this thing:

random Npc generators:

xx_in_smugler_all - generates iether a warior, fighter, or wizard
xx_in_smugler_archer - Generates a archer with arrows, bow, and long blade, with armor(depending on level).
xx_in_smugler_fighter-Fighter, good with all weapons is generated with random weapon, and mixture of heavy and medium armor.
xx_in_smugler_mage-Random mage with short blade, and at higher levels a staff.

random item generators:
xx_z_final_use_random_***** -> Substitute "******" for name, ie. "heavy armor". Anything is labeld final use, is well, ment for final use. Includes a genrator for:

Armors (L,M,H)
All types of weapons
Assassinace
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Post by Assassinace »

If you are going to name them like that you may want daggers and staves on mages and short swords on archers imo.
Also you should add what group they are apart of (Smuggler, Telvanni, Dres ect.) that will help with thier equipment and stats and everything being logical.
(IE dres would have some dres armor on thier fighters and a battlemage with long sword and robes whereas telvanni would have pretty much just a few different types of mages ect. and smugglers would have random stuff mostly chiten and iron types)
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Post by Xerox »

THe way I desighned these guys to be used, is for bandit caves and such, also they all have random equpment. I also wanted to give Archers short blades, but apperently they are not good at them....they are good with LONG swords! As for mages, sort blades are all blades under that categorie, including daggers, so I thought wy limit the mages to but a small selection when technicaly they can be good with many?

THe player is there for is always chalnged, since at level 50, even the weakest bandit would be wearing decent armor and equpment.

Now you propose that I give them Factions: Ok, but the way it works: "a Fighter for example, is good with all weapons, and a compleatly random weapon is generated for him". The fighter himself/here self is randompoly generated from a list of 55 diferent Npcs, so to give one or a couple NPC a faction wouldnt solve anything. Now if you randomly select a bandit...you end up with 1 in 165 chance of getting that npc you want.
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Post by Assassinace »

My point would be to add telvanni bandit ect.
Also you don't want to give weak bandits good armour and you only want to rarely give good bandits good armour. Very few bandits should have upper level armours and a lv 50 archer it going to wup you regardless if he has a really good bow or a mid level bow.
Overall I agree and very good.
Feel free to ignore my that's just what I think will help.
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Post by Xerox »

Na, Assistance these are valid points, and frankly I agree with them. What I will do:

I'll create new "lowere Level" generators, that gives weaker guyes, weaker stuff.

The only stuff I dont get is "Factions": Ok, the Npcs skill are going to be slightly diff. BUT if a player meets a NPC he is High faction standing with what then? Dont you think that NPC should RUN away or refuse to fight the player? And if the faction is a great house....than you might be kicked out(not 100% sure, this feature is REALY screwey in the game).

The problem is thats a LOT of work, so I'll post an update, in a week or so instead of tomorrow. Any other requests or sugestions would be apreciated/
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Post by Assassinace »

Not specifically a faction but most smugglers from different areas are going to have certain affinities and quirks because of thier surroundings and thier history. So smugglers in the telvanni area would be more likely to use things like cephelapod helms and use more magic. So creating a different leveled list for different areas. May be more trouble then it's worth but it would stop some of the repetitiveness.
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Post by Xerox »

I see your point, this is a lot of work, i curently have 165 NPCs, and plan on making it 200+ in the next update, but what you propose, will requre several seperate lists..... What I could do, is create Random Generators for items for those regions for people to use, since NPC creation would be to clumbersome... but not soon, maybe after I finish the Update I'm working on right now....
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Post by Vegor »

I do agree on wat Ace says, it would stop some repetiteveness. But I think the way it currently is, is quite fine. Did a good job so far, keep improving I'd say.
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Post by Maugan_ra »

Usefull, but I prefere hands on handcraftmanship :shock:
- TR writer
- Map 2 dwemeri/telvanni cavern

"as long as there are no Flaming Pink Glass Pants of Nerevar, Special Organic Pineapple & Coconut Pies and Gates to Oblivions (ie. do not go against lore) I am fine." - Yinnie Atreidou
Xerox
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Post by Xerox »

I cant force you to use this mod, and if you wish to make every single npc yourself...thats your choice. But consider this that this mod does for the Player as much as it does for you. Most of my experiance in Morrowind came form fighting in these bandit caves, were no npc is tougher than 15th level and most are arround 7th. That means that by level 20 bandit caves stop being a source of expirience and exitment. Basicaly my char. kills ALL npcs in those caves with 1-2 hits!

My mod addresses this problem, it creates a chalnge for the player up through to levels 50+. This mod is also designed to cut down you mod creation time, and instead fo spending hours on end to create your own NPCs, youd simply drop one of my generators, and can consentrate on making interiors. This mod was desighned for you to use, weather you do...is up to you.
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Post by Xerox »

Alright, here is the latest version of the mod. I have listened to all your ideas, and suggestions and implemented most of them accordingly.

To install, simply ovewrite the previous file. (if you had it)

Use it wisely! :)
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Ninja Monkeys1.1.zip
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Post by Inferno_str1ke »

what do people think of this mod? how useful is it in a game of morrowind?
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Post by Assassinace »

I've never used it since I only do interiors like taverns and stuff but I think it should be used in moderation. If 1/3 or 1/4 of all non town NPC's were done this way I think it would create a ton of challenge and uniqueness without making all the NPC's random fights.
I don't think all NPC's should be done this way but do I think at least a few people should use it.
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