- Get the latest version at: Wrye Morrowind
- For discussion, see release thread at Elder Scrolls Forum.
- Details
- Versions
- End
- Adds schedules to the NPC's in many of the towns in Vvardenfell (listed below), but does not modify, in any fashion, individual NPC's (thus avoiding incompatibility with other mods). NPC's will go home at night, go to bars, go out at night, go shopping, go walking, and live their little lives on a daily basis. More guards come out at night (works brilliantly with mods such as TLM), and the schedules of NPC's have been done so as to imply who is sleeping with who, who is the shady business elf, so on and so forth.
- Adds training sessions at several locations.
- Adds fishing boats at fishing villages.
- Adds NPC lodging at some locations.
- Add schedules to door locks. Homes and places of business will now be locked at night.
- The two esps (locks and schedules) are completely independent of each other. I.e., you can use either one by itself, or both together. Naturally, you can also use other door locking mods in place of LCV Locks.
- While schedules can be uninstalled with the right tools, doing so will not remove its effects! It is strongly recommended that you try schedules out with a copy of your game file until you've decided that you're happy (or not!) with it.
- Schedule Bells: When a new schedule kicks in, a bell sounds. This sound can be turned off by using the console to "set SC_PlayBells to 0". To turn it back on, set SC_PlayBells to 1.
- Standard mod installation.
- Locks
- This has not changed at all from the original release. I.e., if you have the original release, there's no reason to replace the locks.esp from it.
- Schedules
- Each new version is reference compatible (i.e., won't cause doubling) with any earlier version with the same major version number. E.g., 03-06 is ref compatible with 03-05, 03-04, etc.
- However, when upgrading from a version with a different major version number (e.g., from 02-02 to 03-06), you should use Wrye Mash's Mod Updating feature to avoid doubling.
- Wrye Mash can be downloaded from Wrye Morrowind.
- For detailed instructions on using Wrye Mash to move between versions, see this post on the Elder Scrolls Forum.
- If you don't want to use Wrye Mash, you can always start a new game...
- Included with the distribution are two source files: LCV.etxt and LCV Schedules [version].etxt. These are source files and do not need to be installed.
- FYI, they're both plain text files, and can be read in any text editor.
- LCV.etxt is the source file for LCV.html (this readme). A command line etxt to html text converter is included in Wrye Mash.
- LCV Schedules.etxt is the source file for the schedule scripts. See Modifying Schedules below for more info.
- Ald Velothi
- Ald'ruhn
- Balmora
- Dagon Fel
- Ebonheart
- Fort Buckmoth
- Fort Moonmoth
- Ghostgate
- Gnisis
- Hla Oad (Partial) 6/27/2005
- Holamayan
- Khuul
- Maar Gan
- Sadrith Mora
- Seyda Neen 5/26/2005
- Tel Aruhn
- Tel Branora
- Tel Mora
- Vivec
- Foreign Quarter
- Hlaalu
- Redoran
- Telvanni
- Wolverine Hall
- If you notice the NPCs gravitating to a single point and then getting stuck in a sort of dance at that point...
- The problem seems to arise when an NPC that was inside is moved outside and made to wander. They sometimes gravitate towards certain pathgrid nodes and then start doing their dance. I assume that this is a problem with Morrowind's AI not being set correctly after such a move.
- Solution: Save and reload your game this will reset the AI.
- If you see NPCs floating up in the air, in front of buildings that they should be behind, drawn without atmospherics, etc...
- Solution: Change cells. Either duck inside an interior cell or cross an exterior cell boundary.
- The exterior position command causes major drawing problems NPCS may be drawn inside out or not show up at all. Strangely enough positionCell has relatively few problems, and can be used to position an NPC outside if the exterior cell is a named cell (e.g., "Seyda Neen" or "Balmora").
- Note: I've wondered if you could use "Bitter Coast" as the name, but I haven't tried it.
- I should add more on code generation, etc. RSN.
- Although it's now possible to auto-generate the schedule scripts from a source text file, the process is still a bit complicated.
- Information on how to do this is scattered around a bit. See the following links for more info:
- UESP Wiki: Living Cities Project
- Living Cities Project Needs YOU!
- Sleep responses occur if:
- PC is in a designated sleep cell, and...
- NPC does not have companion local variable, or companion < 0, and
- global SC_offScheduleG == 0.
- I.e, you won't get sleep reponses from an NPC if they have companion defined as >= 0, or if SC_offScheduleG != 0.
- Some mods (Vampire Embrace, Give Your Orders) allow you to recruit regular npcs as followers. To make such behavior compatible with LCV, the NPC must be taken off schedule.
- LCV supports this in two ways...
- An npc with an item "SC_offSchedule" in their inventory will be skipped when the schedule runs.
- If the global SC_offScheduleG is set to 1, all schedule dialog responses, including sleep responses, will be skipped.
- Setup
- Define a global "SC_offScheduleG" as a short with default value of 0.
- Copy the definition for the book SC_offSchedule to your mod. Be sure to get the weight correct!
- Optional Change the definition of the SC_offSchedule object to use the SC_offScheduleLS script.
- Note that doing this will turn off schedule responses for all NPCs when an off schedule npc is in the vicinity.
- A more sophisticated approach is to set SC_offScheduleG to 1 only during dialog with an off schedule NPC, but doing this requires a two part greeting. (Greet once, set global, then force greet to get "regular" greeting.) Vampire Embrace uses this approach.
- Or perhaps, one of the script extenders could be used. Maybe.
- Usage
- When taking an NPC off schedule, use additem to add one instance of SC_offSchedule to their inventory.
- Set the SC_offScheduleG global somehow (see above) to block schedule dialog responses.
- When putting the NPC back on schedule, remove the SC_offSchedule item from their inventory.
- If an unitialized, scripted NPC has a dialog interaction with the PC (regular dialog, hello or idle) then a CTD happens. Ordinarily scripts are initialized when the cell loads, but if an npc is moved out of a cell that has not yet loaded and close to the npc, then the PC can encounter the NPC even though the NPC has not been initialized.
- Solution to this was to initialize the NPCs through dialog scripts in dummy hellos. Schedules for a given area will not run until this initialization process is complete.
- As a result, the first time you enter a town, you won't get a schedule change until you get close enough to an NPC to get a hello initializer.
- Compatibility: If a mod adds scripts to a bunch of NPCs that previously did not have them, then it should set the state variable for that area to 0 the first time it starts up. (E.g., "set SC_Pelagiad_State to 0") This will trigger the initialization process.
- License
- Release under WML 1.0 license.
- Fixes/Cleanup
- Removed Wolverine Hall from Sadrith Mora sleep cells. (For compatiblity with LCV Wolverine Hall.)
- Off Schedule NPCs
- Improved support for off schedule NPCs. Added SC_offScheduleG global.
- Sleep Responses
- Sleep responses now test for "notlocal companion >= 0" instead of "notlocal nolore == 0". This is for compatibility with LGNPC towns which nolore all NPCs. (Grumble, grumble...)
- Blocked hello and idle responses for sleeping NPCs.
- Miscellaneous
- Fixed a CTD bug related to engaging in dialog with non-initialized scripted NPCs.
- Ascadian Isles: Consolidated most schedules, and remove some now extraneous activators.
- Seyda Neen: Added NOM beerkeg and pathgrid for [-2,-10]
- Added topic "my day" to hold npc dialogs on what they're up to. (But did not add any entries under it yet.)
- SC_PlayBells
- To turn off the bell on schedule change, open the console and enter "set SC_PlayBells to 0".
- SC_offSchedule
- Added support for taking NPCs off schedule. For compatibility with Vampire Embrace and other mods that allow you to turn normally scheduled NPCs into companions.
- Bug Fixes
- Rabinna schedule now respects MV_SlaveMule quest.
- Hla Oad
- Hla Oad is now has the beginnings of a schedule. All NPCs are covered, but there's little change for any of them. (Basically some go home at night.)
- Misc. Fixes
- Sleep should now work correctly in Balmora.
- No more continuous bell tolling in Ebonheart.
- Note
- I needed to changed the script generator slightly to fix a problem with sleep scripts. This change will be included in the next release (v0.40) of Wrye Mash.
- Overhaul
- The scripts of the original mod were reverse compiled into a source text file for the new generator. This file was then manually cleaned and run through the generator. The original scripts were then completely replaced with the newly generated scripts. At the same time a number of structural changes to the code were made.
- Note that the reverse compiled source text file is provided with this release. If you want to make changes to any town, this is the place to start.
- Note too that the latest script generator will not only generate the scripts, but also import them into any esp that you specify. You'll still need to open the esp in TESCS and compile the scripts, but the "compile all" will do this very rapidly.
- Changes:
- Scripts are no longer limited to cellChanges. I.e., if you just wait around in Balmora, the schedule will change.
- Schedule changes are now marked by a gong.
- NPCs will be annoyed if you bother them at night in their homes. Guards will tell you to leave the location. Except if the NPC has been nolored. Unfortunately, LGNPC has a habit of noloreing NPCs in towns, which blocks this nighttime "go away" response.
- You'll notice that NPCs tend to move around a lot more (shift legs, etc.) This is due to a correction of very pervasive error in the way LCV idled the NPCs. Basically idles should be like "0 60 20 20 10", etc. but the old LCV had them as "60 20 20 10" where the first idle governs standing absoutely still.
- The doppelgangers that the old LCV introduced for a few NPCs in Balmora have been removed. When you load the new version, a startup script will make sure that the original NPCs are re-enabled.
- Bottles in Gnisis have been removed. Too much of a hassle to maintain, failure to work with NOM, probable FPS hit, etc. I.e., just not worth it.
- Incompatibilities:
- NPCs from LGNPC towns (except Seyda Neen) will not show the nightime sleep responses. This is because LGNPC nolores all the NPCs in town. While there are some characterization advantages to noloreing, it results in exactly this sort of problem. (Which is why avoided doing it when I revamped LGNPC Seyda Neen a couple of months ago.)
- If there are any mods out there that rename cells will likely have problems. At the least, NPCs will likely disappear from them. Other runtime problems may occur. Cells should never be renamed! (If someone wants to fix a naming inconsistency between NPC and their house, then they should rename the NPC, not the house.)
- Possible Problems
- Basically, almost everything was redone. While everything went (mostly) back to the way it was, it's obviously possible that new bugs have been introduced.
- Sleep scripts in Ascadian Isles region. Should be okay, but I haven't tested it.
- Training bout scripts. There might be a problem if one of the old LCV training bouts were interrupted by a schedule change. I'll review the code later.
- Note on Versions and Updating
- With Mash, you'll need to use Mash's Updaters feature to update your save game from either the original LCV esp, or from my 02-02 esp.
- Basically my version naming schemes is such that you only need to use updaters if the part of the version number before the "-" changes. E.g., if I later release a version 03-04, then you won't need an updater to move your save game from version 03-03 to version 03-04.
- Script Generator
- Schedule scripts can now be generated from a fairly compact text file using the command line schedule generator included with Wrye Mash 0.38. (Available real soon now!).
- Sleep
- LCV now has some support for sleeping NPCs...
- Basically, certain cells (houses) are designated sleep areas from midnight to 7am. In these cells, NPCs are "sleeping" and don't like being disturbed. (3 point disposition and goodbye drop if you talk to them.) Also any guards in the cell will tell you to leave. This does not apply to NPCs with nolore != 0 (which should be true of all companions and travellers).
- Misc.
- Did a few things differently in Seyda Neen, with the thought that these ideas should be expanded to other towns.
- "Town Bell" will now ring in schedule changes as an additional clue.
- Schedule change is no longer restricted to cellChanged == 1. Now, schedule changes will occur whenever the right schedule time arrives.
- "Sleeping" cells (see above).
- Seyda Neen
- Schedules
- Consistent with LGNPC Seyda Neen. If you have LGNPC Seyda Neen, you'll see a small schedule change if you complete the main quest. However, LGNPC is not required.
- Buildings
- Expanded Arrille's Tradehouse.
- Expanded Census Office and Warehouse.
- No changes to landscape, and building footprint is (relatively) small.
- Some NPCs now fishing from boats.
- Dialog
- Just a little dialog regarding NPCs schedules. E.g., NPCs on lighthouse duty will mention that in their greeting.
- Quest Fixes
- Ed Theman: off Balmora schedule after quest.
- Aryni Orethi: off Ald'ruhn schedule after quest.
- Scriptholders
- Scriptholders are now invisible in map view. (Using editorbox model.)
- Added scriptholders to cover all areas.
- You are free to redistribute this work in unmodified form.
- You are free to modify and re-distribute this work, so long as you: 1) give the author(s) credit proportional to their contribution to the final work, 2) distribute the final work under the same terms, and 3) make artistic resources included with the final work available under the same terms as below.
- Artistic resources (meshes, textures, sounds, etc.) included with this work may be included in unmodified form with modified versions of this work, so long as their authors are given credit proportional to their contribution to the final work. Note that artistic resources may not be modified, or extracted from this work, unless permission is given elsewhere.
- While the license above allows open distribution and modification, the following courtesies are requested...
- Before making/releasing a modified version of this mod, please check with me (Wrye at Elder Scrolls Forum). If I'm not available, check the community to see if someone else has taken over the job. If not, then feel free!
- If you further extend mod, please use continue to use "Helios, et al." as the author(s). Since Helios' team did the majority of work, and we don't have a record of the other original authors, this seems the best way to give "proportional credit" to the authors.
- Here it is, the actual release of the Living Cities of Vvardenfell mod. Due to the death of my computer, I lost the names and contact details of all the other authors, but LDones designed the locks system and Brother Juniper is the one who designed the schedule system and added function to most of the cities. I managed everything and did a couple of towns (which were unfortunately lost with the demise of my computer, and will as a result have to be redone). Well, hope you guys enjoy this as much as I do... Michael "HelioS" Bennett
- Thanks to Helios and his team for such a great mod to expand on! And for solving that damned 'position' bug! Such great work deserves a little applause.
- Thanks to Grumpy and other folks on the ES forum for providing a little competitive motivation! :)
- wr_genRockPlat_01 by Wrye
- This is a retexturing of one of Bethesda's Imperial platforms. This is free to redistribute and modify except as limited by the Bethesda copyright.
- See release thread link at top of document.
- Also, PM me (Wrye) at Elder Scrolls forums.