[Merged] Seyda Neen AI Packages (v1.20)
03/09/12
http://oblivion.nexusmods.com/mods/42647
Version 1.20 (Updated)
Changes:
1. Added more Weather Conditions to the packages (Rain, Snow, Ashstorm)
2. Replaced the food/drinks with common food/drink items.
3. Made all comonners flee at every danger
4. Changed ref ids to match those of Morroblivion.
4. Fixed some minor bugs
22/08/12
Version 1.10 (Old)
Changes:
This update file includes everything from 1.00 plus...
1. Cleared the mod so there will not be any problem with the main files.
2. Changed the prefixes for packages and factions.
3. Removed the script for packages to make the mod simpler and faster and replaced them
with endless food/drink/alchemy/reading items.
4. Added new packages (Fishing, Sweeping)
5. Added Keys to all NPC that live in a house so they will not meet locked doors at any time.
6. Fixed some bugs
19/08/12
I have completed the mod. Current version is 1.0
You can download the final version for Oblivion Nexus.
Fixes in Final Version.
Path grid, Ownerships and bugs plus whatver I have commented below.
Next project will be Khuul.
15/08/12
Hello,
I just finished the testing of the mod is was working the last days and I thought i could give it here, so people may use it and mostly test it as beta.
The mod includes:
1. Every NPC in Seyda Neen has its own unique packages that include Eating, Drinking, Visiting Tavern, Sleeping, Training (for Imperial Legion people), chopping wood, real stealth (for thieves), swimming and others.
2. Every NPC has a life in Seyda Neen, mostly based on its lore. (For example Fargoth is a drunkard, and you will meet him mostly drinking, or visiting the tavern, while its house is full of empty bottles.)
3. All the packages are followed with scripts that will allow the npcs always have food, drink and others. Also the NPCS are smart. They will hide in their house when its rainning for example or they will lock/unlock their doors when they leave or stay in home.
4. Every NPC has a bed now. I used the excisting beds but i was forced to add 2-3 to make the town more realistic. I also created some factions for Roomates. (For example Eldafire & Teleri Helvi are roomates. They live at the same house and share the ownership of items).
5. I replaced the bad working guards with new unique, that will have shifts, they will eat and sleep.
6. Even the Special (Chargen) npcs have packages. I took care that noone will run a package when a new game starts. There is no problem with this.
7. I filled the empty plates at houses, ship etc with food and and fixed some flying or bad placed objects.
8. I repaired the Confidence/Energy/Responsibility of NPCS. Now the commoners will run away from battle to save themselves, while the strong npcs like guards, or npcs with a class will fight.
I am satisfied with the result. Of course there will be some bugs or things i missed, thats why I ask from people that want to use this mod, to report with a comment under this topic, so I will fixed it.
In the .rar (open it with WinRar) file you will get the mod, and a small file made in excel that has a diagram of NPCs' activities during the day.
Have fun!
I m looking foward for bugs or ideas to be done, so the mod will be better! If someone want to work more on this, please feel free to do this. But dont forget to re-post the unpdated version so we all can have it.
Thanks
Do you have plans for other places?
The next project will be Khuul.
Thank you for the mod.
If you would like this included in the Master, then it would be better to not release the mod elsewhere -- Or definitely put instructions in the readme that once merged, NOT to also have this mod active.
A mod like this will become incompatible and will conflict once it has been merged.
In most cases this is not really a problem, but the ID's of everything new will change during the merge process and, therefore, the mod itself if active will duplicate everything that is added as new items, like all your new guards.
...and then people will report seeing duplicate guards as "bugs" without listing all the mods they have active.
I dont have any problem to merge this into the master file.
I upload it to the nexus for it will be easier to report bugs and make discussion. I dont intent to upload anywhere else. I just made this for myself and the others that play Morroblivion.
When it will be merged to the master I will make changes to the upload text and I will inform that if someone has the version that includes this, it is not nessessary to doanload.
Nexus is a strange place to host Morroblivion mod, but that's the last thing I'm concerned about.
That's what I noticed in TES4Edit:
- EditorIDs of all new items start with numbers (00), which can sometimes cause bugs. I know that most of the records in master are like this too, but there's no need to add more. Consider using different prefix for your next mod.
- Mod edits 4 AI packages from Oblivion.esm (formIDs 00009D8E, 0002AA2F, 0002C81C, 000983B1). We try to avoid editing anything from Oblivion.esm if it is not really needed.
- I don't understand why do you use all those overcomplicated scripts? Why not just put the regular items in NPCs inventory, like usual?
- There are some AI packages defined in esp, but not used by any NPC
- As for lore: Jiub is a prisoner, he is not supposed to leave prison ship. And since the ship is disabled after chargen anyway, I don't see the point of adding AI packages to its inhabitants.
Unless something has been added since I left, the Prison Ship is never disabled, even though from what I understand it is supposed to be (and I prefer it not being disabled as it only makes sense that this would probably not be the only time a ship docks at the Excise Office).
I actually rely on it NEVER being disabled, because I put one of my "World Transport Guides" right ON the deck of the ship, that can take you back to Anvil or the Imperial City.
It wouldn't be the end of the world, I supposed, since there is a second guide in Ebonheart, but I had to put a collision box under the guard to keep him from falling into the water, so if the ship IS disabled, then the guide will be standing out, above the water, in the bay.
Unless, of course, you use Thermador's CAT mod instead...
I did not examine the mod as closely as Qwerty, but if any Oblivion AI packages are changed, I would edit this out before merging. If you need to, then make a new Package.
1. About Jiub.
Jiub is a prisoner and thats why he spends most of his time in ship prison. He gets out of the ship just to visit the tavern every day for 3 hours. He is working on the ship too, repairing it, together with the argonia citizen. Also dont forget that there are rumors in oblivion about St. Jiub... how he become Saint if he never leaved the ship or prison
. I think makiing jiub more active was right.
2. About life in ship.
The ship in original morrowind was leaving the dock. This ship never leaves the place, and there are npcs on that standing all the time. The basic idea of using the ship was firstly to make beds for the homeless npcs. Sayda neen is a little place with many npcs. I couldnt do this anywhere else. Also by adding eating packages to npcs in ship, i make the town flowing a bit, making it less static. I think it is not a big problem to disable the npcs in ship, but then I have to find places for Collolius, Elone, Hriskar, Sellus Gravius, the guards....
3. About the platform to ship.
Yes maybe a collision arround the platofrom will be a good idea. I will see myself what to do and fix it or maybe fix it yourself before merge. Just tell me.
4. About the IDs.
Thanks you mentioned this. I uses 00 to make things climb at top. If you say that is not the best prefix maybe I will change it. Maybe I will use OB to the city I m building now.
5. About the Packages from Oblivion.esm.
That was really did by mistake. I wasnt intent to do that reallly. Mistakes I did when i first started builidng the mod and I was a bit careless. Can this be fixed and how?
6. About packages not in use.
Yes there are may be packages that are not in use. They maybe be left there after editing them. I made many experiments (mostly on Sellus Gravius) because he was choosing the wrong door to exit the building and I had to make him choose the right. Feel free to erase them if they are out of use.
Ah also for the purpose of the scripts.
By my personal experience by useing -1 to some kind of things in NPC's inventory will cause bugs.
For example if the player is using some kind of follower script, there will be generated thousands of those items in npc 's inventory. If the npc dies, the player shall be able to loot 500 apples or 7343 books etc.
This is annoying.
By using scripts, this cannot be done. The default item for the script is generated only when the script is running. Fallowing the player or doing something else will not generate item. That's way the player will be able to steal/loot only 1-2 items from that inventory.
Also it serves the purpose of having always something to eat/drink/use. The npcs will stop stealing around!
Finally, every npc will have his own script, and it will be easier to put addition at future times.
- Jiub's story is explained in Dawnguard (latest DLC for Skyrim)
- I didn't know that the ship is not disabled (never finished chargen quest). Maybe we can leave the ship in place if it is needed for transport mods, and just disable the NPCs?
- Edits to Oblivion.esm and unused packages can be quickly removed in TES4Edit
- What do you need collision boxes for?
- I assume that bug with negative amounts is the one described here ('Avoid Using RemoveAllItems on a Companion'), but NPCs in question aren't companions, so I don't see how it will affect them. Having Gamemode script for every NPC just to add some food seems like a waste of resources to me.
- Jiub's story is explained in Dawnguard (latest DLC for Skyrim)
Ah yes? I havent bought or played Skyrim at all because I snob Bethesda for destroying TES games as years pass. Though I can read the story via the internet.
Edits to Oblivion.esm and unused packages can be quickly removed in TES4Edit
How? You mean by hand or there is a faster way to return them to default point?
- I didn't know that the ship is not disabled (never finished chargen quest). Maybe we can leave the ship in place if it is needed for transport mods, and just disable the NPCs?
Disable the guards on ship? I myself dont think there is a problem with that, since after the the chargen time, they are useless. What about the npcs in tavern? There will not be home for Elone, Hriskar Flat Foot, Albeccius Collolius, Sellus Gravius and seriously there is no place to put them.
I personally disagree with disabling the ship. I cant see the problem with an active ship at the dock... It helps the town with many ways. Creating life (npcs moving in and out), beds for npcs and others. My idea was to make a realictic town with no npcs just wandering around 24 per day.
- What do you need collision boxes for?
As I understood, there is a problem with NPCs falling of the platform that leads in the ship? I didnt understood it very much because my English are not so good.
- I assume that bug with negative amounts is the one described here ('Avoid Using RemoveAllItems on a Companion'), but NPCs in question aren't companions, so I don't see how it will affect them. Having Gamemode script for every NPC just to add some food seems like a waste of resources to me.
Well ok... Maybe you are right about resources. I have created another mod and at start I used -1 in inventory. Then I decided to use a companion script (Companion share/recruit to be more specific) and when the NPC was following, the machine was creating food, drinks and books. You have to look further than that they are npc actors. People may use them as followers (we can be sure what the others will do on their game) eh? Anyway if it better to remove the scripts, there is not any problem from me at all.
Ah yes? I havent bought or played Skyrim at all because I snob Bethesda for destroying TES games as years pass. Though I can read the story via the internet.
I watched it on YouTube 
There will not be home for Elone, Hriskar Flat Foot, Albeccius Collolius, Sellus Gravius and seriously there is no place to put them.
Yes, this is the biggest problem when creating AI for Morroblivion. Some areas in game are already expanded for that reason (basements or additional rooms in taverns).
I think that leaving the ship in place is not a big deal. If we disable the chargen guards and Jiub we can pretend that it's a diffent ship.
As I understood, there is a problem with NPCs falling of the platform that leads in the ship?
I've never seen this. Also, I always vote against using 'invisible walls' of any kind.
Then I decided to use a companion script (Companion share/recruit to be more specific) and when the NPC was following, the machine was creating food, drinks and books.
This sound more like a problem with Companion share\recruit. A lot of NPCs in Morroblivion use negative amounts in inventories (and some vanilla Oblivion NPCs too)
So you think it will be better to disable Jiub, 2 named guards in ship, Shamir (redguard) on ship, the guard on the plattform. 5 in sum. I have built packages for all those, fixed their scripts to have common dialog after chargen, they dont sit still all the day, they have life (even not so active as others).
My point (the story) on leaving the ship and creating life for it inhabitants was this:
The ship traveled from Cyrodiil, brought the 2 prisoners in Seyda Neen and stayed there for repairs. Thats why Jiub and Fine Mouth work around ship every day for 4 hours. The total repairment will last for much time (until the game ends) and its crew (the imperial legion's people in tavern) blended with the commoners. They do training at local Census and Excice settlement, taking orders from Sellus Gravius etc.
This is a good story to explain why the ship stays there, why the imperial legions people wander the town etc. This can give us more beautiful things to do like parties from the nearest Castle (Pelagiah or Buckmoth) to visit Seyda Neen to inspect the repairments once per month. Or people from the ship visit the castles or Caldera to get reinforcements or new orders. And many other things.
I know about building lore as I have played as GM to Dungeons and Dragons for many years.
And why delete the poor jiub (1 from my favourite npcs)? It is a poor man that stays in ship and town, always guarded from the imperial guards. He will never leave, he will never attack, and will be a peacefull man. He as the player did, arrived there as prisoners. They are exiled from their places as criminals. Everyone for his own purpose. Vhanderfell is place for punisment. The player was left free, while Jiub was recruited as worker for the ship.
This is not the point of this thread, and I don't want to ditract from it.
I agree about invisible walls. At start, Yoshimo had put collision boxes around the whole ship to force the player to follow the proper chargen path.
I deleted them.
I used my collision boxes horizontally, following the deck of the ship. I did this because my Guides kept falling into the water. I attempted to fix this by adjusting the pathgrids onto which they spawn, but this did not seem to help, so in desperation I placed a collision box to reinforce the deck of the ship.
Unless the ship is disabled, you won't ever notice that it is there... except that it does seem to have solved the problem of my Guides always seeming to end up in the water.
In similar fashion, I also put horizontal collison boxes in Ebonheart to prevent Blatta from falling through the dock. Again, no amount of pathgrid tweaking seemed to help as there must be collision errors in some of the meshes. So, the docks in Ebonheart are also reinfoced by horizontal collision boxes.
I like Oblisgr's explanation of why the ship is still there.
Oblisgr, get a copy of Tes4edit and learn how to use it. It is by no means a replacement for the Construction Set, especially for creating new mods, but is a Godsend for practically everything else.
With Tes4edit, you can see EXACTLY what your mod edits & adds, and how/what is changed.
http://www.youtube.com/watch?v=wJZthGy-at4
Here is the Dawnguard video, and story of Jiub.
Here is the Dawnguard video, and story of Jiub.
Hahaha funny... became Staint for killing Cliffracers (btw I havent seen any Cliffracers in my game). Anyway this can be arranged in future time. Maybe he will get a hunting package to move somewhere where wick cliffracers may be spawn (ansd why not give him an essensial status at this point) and he will fight cliffracers. Actually this is easy to create it. He is a historical figure and he has to stay in game.
Oblisgr, get a copy of Tes4edit and learn how to use it. It is by no means a replacement for the Construction Set, especially for creating new mods, but is a Godsend for practically everything else.
With Tes4edit, you can see EXACTLY what your mod edits & adds, and how/what is changed.
I already cleared my new version (1.1) of the file. I changed all the prefixes from 00.. to SeydaNeen to match with the prefixes of Khuul (khuul...). Now there is not a single package with prefix 00. I also changed all the scripts but i seriously consider to remove them. Maybe i will change the prefix to factions too.
I used Tes4edit and I restored edited package of the main esm, removed packages in no use, removed edited non-seydaneen npcs and fix some more things too.
At some point I removed so many things that my mods was crushing and was forced to make repairs in Construction set. Anyway now it works fine. I wish I could do more with this tool at the moment but I dont know its use very well. I tried to read some guides but I dont understand much. There are colors abd others.... hahaha
I agree about invisible walls. At start, Yoshimo had put collision boxes around the whole ship to force the player to follow the proper chargen path.
I deleted them.
You can place colision boxes to force the player at the first time to move through the main door straight to Soccuccius 0ChargenClass and avoid player by exit the door to the right. When the player gets the papers make them dissappear! Also the door near 0ChargenClass indoors must be locked until the player gets the papers. When the quest advances by getting papers the door shall be autmatically unlocked. The player must proceed to Sellus Gravius and give him papers (There is a bug with Sellus Gravius which i reported to some other topic). Then the player will go out from the door to the town.
I could fix this for you bu i dont have the slightest idea to make quests and dialogs.
Modders tend to fix what bugs them the most. The Papers are and always have been the least of my concerns, so I have no intention of ever touching them. You're not supposed to talk to Sellus about them more than once... so don't. Problem solved.
But, if it bugs you, then by all means go for it.
All dialog has criteria at the bottom to determine when and if the NPC uses it. In this case, you would want to add a check for the papers so that Sellus will only talk to you about papers if you have the papers in your hand.
The CS kind of walks you through this if you follow it.
1. Add a new criteria in the bottom section of the appropriate line of dialog.
2. For what type of criteria you are creating, which is the first box on the left, scroll through to "GetItemCount". You can speed the process by bringing up the menu and then starting to type "GetItemCount" and the menu will follow your typing (This is the type of thing that you just have to learn by looking through the list for the types of things you can check for, but, there are a LOT of them to choose from so you have Plenty of choices).
3. At this point the rest of the criteria section will change to match what you have selected, which is why it is important to always select this first.
4. MAKE SURE that you check the "Run on Target" check box. This tells the game to check the Player's Inventory, NOT the NPC's Inventory (this is exactly the type of thing that causes bugs in dialog).
5. The next box to the right is what to look for. Again click on the menu and start typing. I usually look for the item ahead of time in the objects window, in this case under books, so that I know exactly what I'm looking for and how to spell it.
6. Finally, as you keep moving to the right, there is an area of how many to check for. In this case, set the two areas to be > 0. You could, technically, say = 1 instead, but whenever possible, make the criteria less selective instead of more selective. Things ALWAYS happen that you aren't expecting, so don't build artificial bugs for yourself. If, for instance, the player Somehow got a hold of more than one set of papers, then the = 1 would NOT work, even though the player does indeed have plenty of papers, but the > 0 Would work.
7. TEST TEST TEST
Dave B wrote:
so if the ship IS disabled, then the guide will be standing out, above the water, in the bay.
Unless, of course, you use Thermador's CAT mod instead...
No, mine is the same as yours, transport is on / in the ship. If someone disables the ship after the chargen (as was the case in the original Morrowind game), my Chargen and Transport mod will be royally messed up. Or at least, Jo'tesh will be swimming and not have a home anymore. He lives in the bow cabin. Hope no one added a room to that door, cause if you did your mod will conflict with mine. Furthermore, my mod makes some changes to the dialogue of the guards on the ship I think.
Dave B wrote:
Modders tend to fix what bugs them the most. The Papers are and always have been the least of my concerns, so I have no intention of ever touching them. You're not supposed to talk to Sellus about them more than once... so don't. Problem solved.
But, if it bugs you, then by all means go for it.
All dialog has criteria at the bottom to determine when and if the NPC uses it. In this case, you would want to add a check for the papers so that Sellus will only talk to you about papers if you have the papers in your hand.
Huh, I thought I fixed that already a while ago. The papers do disappear after he gives them to you, and his dialogue should change based on whether or not the papers are in your inventory. There should already be a "getitemcount" condition on this dialogue. Not at home, so I can't check in the CS.
I updated the file to v1.10.
( I think this will be the final version and the other will be built like this)
You can see info at the start of the topic.
Finally downloaded v. 1.1 and (guess what
) found a few things I'd like to ask about:
- What was the purpose of creating new food, potions, retort, paper, weapons and statics when you could just as effectively use existing ones?
- Books, apparatus and weapons don't need to be set to negative amounts in inventory, since they are not consumed when NPC use them
There are 2 copies of Telere Helvi and Eldafire in my game.
This is most likely because you deleted their references and put new ones, but since NPC are persistent references, they stay in savegame.
To remove a Persistant Reference, you first have to change it so that it is Not Persistant.
1. CUT the Reference ID from the item or NPC, and if you can, uncheck the Persistant Flag.
1.5. The CS will ask you if you want to make a new form. Say No!
2. THEN, CUT the object or NPC from the Render Window.
2.5. If it squawks because the ReferenceID is used somewhere, then you need to write down everything that will be broken so that you can fix it later (usually scripts).
3. Use the "Paste in Place" command to reposition the NPC... which gives it a New ID.
4. Edit the NPC and Paste the name (Reference ID) back in.
5. If you broke any scripts, open them up and Recompile them. You don't need to do anything else to them if you used the same Reference ID.
This Should clear the existing Persistant Reference.
This is one very good thing about the CS, that you can CUT both things at once without it forgetting one of them.
-There are 2 copies of Telere Helvi and Eldafire in my game.
Sorry this is fixed on 1.10 by using TES4edit. I open the .esp and see single references. Maybe your savegame has stored this? Dont know... Try run the game without the mod, save it so it will reset, and then re-run the mod. This will fix the bug.
- Books, apparatus and weapons don't need to be set to negative amounts in inventory, since they are not consumed when NPC use them
I made this way to avoid players who tend to steal things. I dont know if those are required for animation but at any case I dont want npcs to stay idle or go for stealing, after a successful pickpocketing.
- What was the purpose of creating new food, potions, retort, paper, weapons and statics when you could just as effectively use existing ones?
This will be fixed as I fixed it for Khuul. I will try find some time, because I am really busy at the moment with other things. Afterall is not bugging anything...
About statics... I really having great problem locating those statics that why I made new references with 00 in frond, so I will make my life easier.
Sorry this is fixed on 1.10 by using TES4edit. I open the .esp and see single references. Maybe your savegame has stored this? Dont know... Try run the game without the mod, save it so it will reset, and then re-run the mod. This will fix the bug.
I really having great problem locating those statics that why I made new references with 00 in frond, so I will make my life easier.
Just start typing first letters of the EditiorID and CS will jump to that entry.
I m confused with this.
Can you please fix it and send me the file? 'Cause I dont want to destroy anything that it shouldnt be
The mod is updated to 1.20
Find the file at first post
Is this mod merged in 0.55?
I am not sure which version is merged,but this mod is definately merged into 0.55.
Yes i just checked that ( i finally managed to make my game work
)
I think its the latest since it fixed all the bugs noticed.
Thanks guys for using my mod 
I uploaded a movie clip will put URL here
It is a clip of Siltstryder Operator In Seyda_neen Darvame Hleran he is Stuck in Animation,, I woke him up 11pm to catch Siltstryder lift clicked on him while he was asleep All he Does is go from 1 End of the Swag to the Other in his Bed so Stood the for 3 hours Exit Game Reload save in Seyda_neen went up to Siltstryder operator clicked on Him Same thing
Happened Stood the the same 3 Hours Exit Reload Did this Half Dozen time Then Reloaded Game and wanderd of Without Waking Him up come Back next Morning He is standing where Should Be..
http://www.mediafire.com/?6i8mgnmbirw3361#!
Recorded with Fraps Running windows Vista Divx Codec
Just watched your video,btw great orange hair.
I think that you have to leave the cell,then wait about 48 hours [game time] to let some NPC`s respawn but not sure.
Thanks Ironman12345 I do leave don't come back for a few Game Days have been watching other NPC where beds have put in Game,when you Wake them up they get out of bed by walking across the Pillow That 1 Is just Odd Still click on NPC when there when night then wander of
Thanks
