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Yet Another Morrowind Thread

NecroLord

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RADIANT AI.
 

MakenBro

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go-home.gif


This feels somewhat overdue, but there is now something of a proto-schedules mod for OpenMW. It's called Go Home! and it currently only covers sending NPCs to/from their homes during day or night. What's important here is that NPCs will actually path to their destination and are not disabled or teleported as with other mods. NPC specific schedules is a planned feature, so we could end up with what has been one of the more requested mods for Morrowind.

Only few important NPCs should get schedules, who cares if Hlaalu farmer #75 will go to eat at 20:00 PM, then sleep at 22:00, then wake up at 6:00 AM. Still, sending NPCs to their homes at night would be a nice addition.
 

markec

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I don't give a fuck about Morrowind NPC schedules.
What kind of autism is this?
Its because some people complain that NPCs just standing around breaks their immersion.
Well obviously, but immersion has to play second fiddle to gameplay at some point and I just don't want to deal with the annoyance of having to chase NPCs about
I dont think that it would be a issue chasing NPCs. They should be either at home in the morning and evening, or at work during most of the day. They would still be static majority of the time, and depending of what hour it is it would be easy to find them.

That said, personally I dont care much of this feature since found it more immersion breaking seeing Oblivion npcs doing stupid things and talking nonsense then if they just stood around.
 

Yosharian

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Shopkeepers, critical NPCs, etc etc - want them to be IN ONE PLACE when I have to speak to them. So that I can get the business of talking to them over with, and go do fun stuff, like killing dremora lords.

I do NOT find it fun to go to a shop and realise it's past 6pm and they've gone home for the day so now I need to go to an inn and rest which costs money.

I like turning off fast travel because having to travel through the map is generally more fun than flying from location to location at the press of a button (although this can be tedious if the quest is designed with FT in mind and is generally a shitty quest LOOKING AT YOU FALLOUT 4)

I like having survival mechanics and camping mechanics and environmental mechanics because they pose interesting questions if done well, like can I survive the trek through this frosty mountain or do i need more supplies, better gear, etc

There is NOTHING interesting about having to wait another 8 hours for a fucking NPC to open their shop
 

None

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Most (probably all) implementations I've seen aren't well thought out and exist for the sake of it. But that can be resolved by better implementation. For example, the mod I posted exempts any NPCs with a script attached to them, quest givers, guards, etc. It doesn't take much thinking to come up with scenarios where scheduled behavior, as a tool, could help produce something interesting which is what I find appealing here. Would be great if MWSE got a pathfinding upgrade so I could tool around with this on my own.
 

Ash

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I don't give a fuck about Morrowind NPC schedules.
What kind of autism is this?

Indeed. All extended morrowind modding (e.g Tamriel Rebuilt) that isn't refining what's core and essential should stop until the base island (and DLC I suppose) is properly fleshed out with unique content and good designs, and the retarded balance is rectified. The game is 22 years old and still is basically unfinishable if you have standards. I have yet to beat the game, and I will not do so until it is a complete game. Right now it's akin to an early access release, even with 100 mods installed.

Imagine loving Morrowind, and instead of fixing the mess that it is you think expanding the content of the game with the inclusion of a mainland is a good idea.

Still, NPCs schedule expansion isn't a major offender here, and is in a way extending the relevance of the base game. It's just...there should be many other priorities that come first.
 

Bad Sector

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There is NOTHING interesting about having to wait another 8 hours for a fucking NPC to open their shop

I'm pretty sure the idea is to allow for thief (and similar) players to enter the shop and steal stuff while the shopkeeper is sleeping.

I do NOT find it fun to go to a shop and realise it's past 6pm and they've gone home for the day so now I need to go to an inn and rest which costs money.

In pretty much all of Bethesda's games you can hit T (or whatever the key is) to wait in front of the shop.
 

NecroLord

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I'm pretty sure the idea is to allow for thief (and similar) players to enter the shop and steal stuff while the shopkeeper is sleeping.
It's really easy to do.
You just sneak and use Telekinesis...
Pickpocket is different though.
 

luj1

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So far no schedule mods work sufficiently well.

There are just some things I suggest everyone to do:

1 - dont use pop mods (population). Morrowind is designed with the vanilla landmass in mind
1 - dont try to fundamentally change Morrowind's dice roll combat
2 - the whole game was built with a static gameworld in mind, use something like Patrols or Travelling mechants instead of an encompassing schedule mod
 

Yosharian

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There is NOTHING interesting about having to wait another 8 hours for a fucking NPC to open their shop

I'm pretty sure the idea is to allow for thief (and similar) players to enter the shop and steal stuff while the shopkeeper is sleeping.

I do NOT find it fun to go to a shop and realise it's past 6pm and they've gone home for the day so now I need to go to an inn and rest which costs money.

In pretty much all of Bethesda's games you can hit T (or whatever the key is) to wait in front of the shop.
Allowing thieves to plunder shops at nighttime is barely interesting, it presents its own balance problems that are difficult to solve and ignores the fact that there is already compelling gameplay in the form of challenging thieves to steal from under the noses of shopkeepers and their guards.

Is it a bit lame for immersion? Absolutely, but I really don't care, MW has plenty of issues that impact immersion, it's not really an immersive game in that sense.

The wait thing is a fair point but it's still a whole lot of time and effort just to implement something that barely has any impact on the way the game is played. So I just press T to skip the mechanic? Why is this interesting?
 

Ash

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Works well in games with hunger/sleep/thirst etc systems, where there is consequences for waiting around, but Morrowind doesn't have that of course. Though there are mods for it.
 

NecroLord

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There is NOTHING interesting about having to wait another 8 hours for a fucking NPC to open their shop

I'm pretty sure the idea is to allow for thief (and similar) players to enter the shop and steal stuff while the shopkeeper is sleeping.

I do NOT find it fun to go to a shop and realise it's past 6pm and they've gone home for the day so now I need to go to an inn and rest which costs money.

In pretty much all of Bethesda's games you can hit T (or whatever the key is) to wait in front of the shop.
Allowing thieves to plunder shops at nighttime is barely interesting, it presents its own balance problems that are difficult to solve and ignores the fact that there is already compelling gameplay in the form of challenging thieves to steal from under the noses of shopkeepers and their guards.

Is it a bit lame for immersion? Absolutely, but I really don't care, MW has plenty of issues that impact immersion, it's not really an immersive game in that sense.

The wait thing is a fair point but it's still a whole lot of time and effort just to implement something that barely has any impact on the way the game is played. So I just press T to skip the mechanic? Why is this interesting?
Soon you will run out of places to rob, as the items that are statically placed in the houses do not respawn.
 

Bad Sector

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Allowing thieves to plunder shops at nighttime is barely interesting, it presents its own balance problems that are difficult to solve and ignores the fact that there is already compelling gameplay in the form of challenging thieves to steal from under the noses of shopkeepers and their guards.

Is it a bit lame for immersion? Absolutely, but I really don't care, MW has plenty of issues that impact immersion, it's not really an immersive game in that sense.

I don't see it as much as about immersion but about functionality. There have been several times when i played Morrowind and wanted to steal some stuff from a shopkeeper but they just stand there and they wont fucking move no matter what - at that point they're a security camera bot, not a shopkeeper.

There are ways with enchantment/magic, but having the NPCs not stay rooted in place does give more alternative options for the player which IMO is way more important than not having to press T to advance time. And TBH chances are by the time i get access to said magic-based ways, i may not need whatever the shop has.
 

Yosharian

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I suppose but then it has implications for the world which are just as immersion-breaking as schedules.

For example if your shopkeeper NPC leaves his shop and doesn't leave a guard there 24/7 or some sort of magical anti-thief protection etc, then shopkeepers in Morrowind basically give their stuff away for free to any thief who can pick a lock.

Which is retarded and breaks immersion.

So either way it's retarded.
 

CHEMS

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if your shopkeeper NPC leaves his shop and doesn't leave a guard there 24/7 or some sort of magical anti-thief protection etc, then shopkeepers in Morrowind basically give their stuff away for free to any thief who can pick a lock.
Arcanum did that, i remember the magic shop in Tarant that had trapped chests and a summoned beast guarding them
didn't stop me from stealing the shit out of them
 

NecroLord

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if your shopkeeper NPC leaves his shop and doesn't leave a guard there 24/7 or some sort of magical anti-thief protection etc, then shopkeepers in Morrowind basically give their stuff away for free to any thief who can pick a lock.
Arcanum did that, i remember the magic shop in Tarant that had trapped chests and a summoned beast guarding them
didn't stop me from stealing the shit out of them
Some shopkeepers have all their gold on their person.
You either have to kill them or just simply use the Dominate spell or the Elixir of Hypnotic Suggestion on them and take it from their inventory while talking to them.
 

NecroLord

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I suppose but then it has implications for the world which are just as immersion-breaking as schedules.

For example if your shopkeeper NPC leaves his shop and doesn't leave a guard there 24/7 or some sort of magical anti-thief protection etc, then shopkeepers in Morrowind basically give their stuff away for free to any thief who can pick a lock.

Which is retarded and breaks immersion.

So either way it's retarded.
Most merchants in Morrowind have shit items.
All the best items are unique Artifacts you find in various places.
However, there's some good stuff in their item selection - Grand Soul Gems, Amulet of Recall, etc...
 

CHEMS

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Starting a new run today, i'm gonna try out the deleveler someone here recommended, i think it was luj1 that recommended it

I wonder how it'll play out with "The Undead" mod, i expect assrape
 

CHEMS

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Gotta love HUMILIATING Arilles with a Hanafuda game. He just lost all his money to my superior abilities. One of Morrowind's best mods ever. Now i can afford a Lute for my bard playthrough with the bardic inspiration mod.

hlnqly.png
 
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I like having survival mechanics and camping mechanics and environmental mechanics because they pose interesting questions if done well, like can I survive the trek through this frosty mountain or do i need more supplies, better gear, etc

There is NOTHING interesting about having to wait another 8 hours for a fucking NPC to open their shop
Survival mechanics feel schizo if the NPCs aren't subject to it or at least look like they do. I was playing Skyrim with a weather mod (Frostfall?) once and died of cold in the middle of Windhelm, while the merchants carried on talking in their stalls. The tavern wench walked past my body during the killcam. In the mods defense I think you can set it to pause inside settlements, but still.
 

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