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The Elder Scrolls III
MORROWIND:
Ice's Hideaway & Buster
Created by CanadianIce
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REQUIRES TRIBUNAL &
BLOODMOON!!!!
PLEASE READ THIS FIRST!!!
As with
all the rest of my pluggins this latest one is something I did for my own use
and decided to share it with others. I am not a programmer, any kind of artist
or wiz, so do not expect anything other than what was intended. It's only a
hobby and I've probably already reached beyond my knowledge. That said, except
for a few minor gliches, the pluggin appears to be relatively bug free and
should be enjoyable for many of you thanks to the beta testers and those who
offered their help and expertise. If your expectations are beyond what I've
included with the pluggin, don't install it. Although I might update some
things in the future, I don't have a complaint department and don't wish to
support it beyond this package (no PM's and E-mails please). Positive comments
however are still welcomed.
Feel
free to discuss issues, concerns and experiences on these forums:
http://pub9.ezboard.com/bhowndogandcanadianicesmorrowind
http://www.elderscrolls.com/ubbthreads/postlist.php?Cat=&Board=UBB7&page=0&view=&sb=5&o=
Please do not upload this package to your
site for download without asking for permission first.
In case
you downloaded this pluggin from a site other than CanadianIce's http://canadianice.unforgottenrealms.net/Morrowind/Index.html
then please visit this site to verify you have the latest version.
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Index:
1.
Known issues
2.
Installation
3.
Playing the Pluggin
4. Save
Games
5.
Credits
6.
Grumpy's readme from his companion v1.1 and wolf companion
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1.
Known
issues
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I know
this looks like a lot to read, but I strongly suggest you do. These are issues that came up during
testing. If I can figure out a way to
fix them, then perhaps in the future I'll provide an update. Otherwise, it's going to be chalked up to
being the fault of a buggy Morrowind game engine, and we will have to live with
it if you want to play this pluggin.
Ø
known
issues with companion mods please visit this site http://userweb.springnet1.com/dennist/
and read the excellent FAQ section about companions. Emma and Grumpy's companion mods are the best, and these 2 people
are very knowledgeable. But don't pester them about problems you have with this
mod. Instead, post a message on either
of the forums I mentioned above.
Ø
If
you decide to remove this pluggin, and then later on decide to re-install it,
you will more than likely find that Rambo will be missing a head. Refer to the FAQ site I posted a link to
above on how to get his head back.
Ø
Please
read the portion of this readme that is taken from Grumpy's companion
mods. He does an excellent job
explaining the workings of his companion scripts, and the issues that may
occur.
Ø
The
esp for Buster MUST be loaded after the house pluggin, or you may get dialogue
loading errors.
Ø
Rambo
doesn't like for you to try and bribe or admire him. His disposition is set up to go down whether you succeed or fail,
and he may even get really mad and do something nasty to you. If you want him to like you, offer him "some
liquor". If you try try to taunt
him, you may find yourself sitting outside the front door of the hideaway...
swimming... >;-)
Ø
If
you decide to move the statues that Rambo provides you, make sure you remove
everything from their inventory first.
Ø
Rambo
will only put away the alchemy ingredients found in the original Morrowind,
Bloodmoon, or Tribunal.
Ø
If
you are using multiple companions and decide to leave all but one, and that one
is still following incorrectly, simply tell them to follow again, and they'll
jump right back where they should be.
Ø
Sometimes
Rambo hangs with his bow out. Just use
the dialogue option that tells him there are no enemies around, and he should
put it away.
Ø
Had
problems with the queen butterfly script, and the heal blight may not work as
intended.
Ø
If
you are using enchanted items to fortify your health to excessive levels or
have set your health to excessive levels via the console, Buster may drop dead
when you first meet him. Getting rid of
the enchantment seems to fix that.
Ø
Because
the alchemy containers are scripted so that Rambo will put your ingredients
away, you must also remove the ingredients via a script set on each
container. Vorwoda used Drake2346's
script to do these where when a container is activated a message box will show
up giving you several options of added or removing. The only ones that will act as a normal container are the misc.,
unique, and cured jars.
I'll be
setting up a thread in my forum so if you notice any other things not mentioned
here, please post it there.
http://pub9.ezboard.com/bhowndogandcanadianicesmorrowind
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3. INSTALLING THE PLUGIN
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To
install the plugin, unzip this package to a temporary folder, then run the
installer and follow the directions. If
you prefer to extract it the old fashion way you may with either 7zip or
ZipGenius. Just extract it into your
data files folder.
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3. PLAYING THE PLUGIN
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From
the Morrowind Launcher, check the box alongside Ice's Hideaway.esp.
If you
want the dog companion as well, check the box alongside of Ice's Hideaway
Buster.esp
To find
the house, you can go the hard route or the easy one. Hard route.... go to Raven Rock, and start swimming south. You'll find the house deep in the water in
that bay. Easy route.... some of the
major towns will have a "gate stone" that looks like a recolored
greater soul gem. Click on that stone
to be teleported to the hideaway's "Room of Beyond". These stones ARE companion friendly (they
act as a door).
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3. Save Games
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This
plugin should not invalidate your old saved games, but you should always make a
backup prior to installing any new pluggin. If you save your game while this
plugin is loaded, you may encounter error messages when you reload the saved
game without the plugin. But you should be able to continue on with the
original game.
Please
refer to Emma and Grumpy's FAQ section http://userweb.springnet1.com/dennist/
if you
remove this pluggin, and then later on decide to re-install it.
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4. Credits
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The
Credits... oh boy, I hope I don't forget anyone. There are so many very talented people in this community.
BETA
TESTERS:
Ø Howndog, Jeremy, Monica21, Grizz,
Brady228, Grumpy, MotokiMo, Sunsi, and Emma
SCRIPTERS:
Ø
Vorwoda_the_Black for helping me debug many of my
scripts, and for doing the scripts for Rambo's alchemy sorting skills.
Ø
Grumpy for the companion scripts for both
Rambo and Buster, and for helping me fix my boo-boos (http://userweb.springnet1.com/dennist/)
Ø
Emma for the basis of a lot of the
scripts and dialogue for Rambo. Without
her help and her mods for me to use as reference… Rambo would only be saying
“yo” (http://userweb.springnet1.com/dennist/)
Ø
TheOtherFelix for Rambo's telepathy amulet
script
Ø
Venymora for her racial detection scripts
and for doing up the installer. Every
modder should start using this installer! (http://fantasyfreak.netfirms.com/)
Ø
Dopehatman for Rambo's alchemy sorting
scripts that Vorwoda used as a basis
Ø
Drake2346 (drake2346@hotmail.com) for the
scripts on the alchemy jars.
Ø
Jaxalot for the resizing script on for my
beer bottles.
Ø
Indigo for the scripts on his display
cases (http://rpgplanet.com/morrowind/vault/index.htm)
Ø
Grumblepunk
for his mannequin
scripts from the House of mannequins
TEXTURES:
Ø
SniperDaria for the beautiful cherry tree
textures.
Ø
Barabus for the original textures on the
fireplaces and the kettles, etc.
Ø
Andoreth for the alchemy jars
Ø
Mercury
for the Mexican
beer
MESHES:
Ø
Barabus for his beautiful fireplaces
Ø
Indigo for his display cases (http://rpgplanet.com/morrowind/vault/index.htm)
Ø
Lady
E for her
butterflies, flower pots and the fruit meshes. (http://www.proudfootimaging.com/ladye/)
Ø
Dongle for his musical instruments and
the glass windows (http://www.deffeyes.com/morrowind/stuff.html)
Ø
Lord
Yig for his
tapestry mesh
Ø
The
Conjurer for the
picture frame mesh and wood textures
Ø
Gorg and Darksharp for Rambo's Hair
Ø
Gorg for the cape model
Ø
Rhedd for Rambo's head model
Ø
Vlix for Rambo's knives
Ø
SnakeBitten for the aqua gear and Rambo's pack
(actually it's an empty quiver)
Ø
Niero for the swimsuit and belly dancer
outfits.
ORIGNAL
MESHES I IMPORTED IN OR MODIFIED:
Ø
Bethesda for the original oval rug that I
resized in max so I could make doilies.
Ø
http://www.the3dstudio.com/ for the couches
Ø
http://www.3dcafe.com/ for the grand piano
Ø
http://www.planit3d.com/ for the rose
Ø
http://www.3dmodelz.com/ for the rocking chair
Ø
http://www.mr-cad.com/ for the bed
ARTWORK
USED FOR TAPESTRIES:
Ø Luis Royo
Ø Christian Lassen
Ø Julie Bell
Ø Lorenzo Sperlonga
Ø Clyde Caldwell
Ø Larry Elmore
Ø Joseph Michael Linsner
Ø Dorian Cleavenger
Ø Stephen Youll
OTHER:
Ø Ghostwheel for his TES Pluggin Tool and TES
Rename utilities. http://www34.brinkster.com/ghostwheel/
Ø Dave Humphrey for his NifTexture utitility and
for the nif importer. http://www.uesp.net/morrow/files/morfiles.shtml - unofficial
Ø Shanjaq for his Overunity utility http://olek.ilovehost.com/Daduke/Programs.htm
Ø Motoki, BigDes, and Paedric for being a big
help in finding decent voice files for Rambo.
Special
thanks to my husband, HOWNDOG, my sons COUGAR and SONIC
for all their cool ideas!
If I
have forgotten anyone, please accept my apologies and let me know so I can
update this.
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6. Grumpy's Companion readmes:
*****************************************************************
Grumpy
does a great job explaining the issues of his companion scripts, I don't think
I can do it any better.... so I'm just going to copy and paste what he says
here. Now don't be buggin Grumpy for errors that occur with Rambo or Buster...
his scripts were the basis, and isn't responsible for any of the errors I may
have created by not entering something in right. Instead, please post a message on my forum or the elders scrolls
forum explaining what happened in detail.
Scripting
for Buster:
*****************
Caveats:
If
you've ever used a companion that "warped" then you know that
they... well... warp. Ran into a small problem with this guy. On a regular NPC companion, a
"GetWeaponDrawn" function is used to keep these companions from
warping during combat, and as far as I know, that's the only way to shut the
warping off (there's another, but I don't like it). Surprise, surprise!
Wolves don't use weapons, so I have no way of terminating the
"warping" during combat.
Upshot is that if you like to do any kind of ranged (bow, throwing
stuff) "sporting", what you'll see is this critter go into attack
mode, charge the target, and depending on the distance, maybe make it there and
get the kill and quickly warp, or maybe not make it there at all before he
warps.
Had to
make a determination of whether or not to use warping or not at this
point. I decided to use it. Seems to me that having the critter follow
better is better than the alternative.
No
companion sharing (only one place for him to store stuff and I doubt he'ld like
you very much if
you
tried that :) ).
If you
levitate, he will be there when you get back.
He
swims... Sort of. They didn't include an animation for
swimming, so he "walks" when underwater. :/
Others:
Simple
commands in dialog.
He's
got da dynamic speed boost, so he should be able to keep up with you pretty
good no matter
what
your speed.
He
levels (sort of). You ought to sleep
for one hour when you get him to run that section of the script. After that a check will be made everytime
you sleep to adjust stats. Stats that
get adjusted are health, fatigue, and strength. This happens automatically.
No message boxes.
Health
% can be determined via dialog.
He's
got some pretty good stats (health, etc.), so he shouldn't be dying all of the
time (might be too good for some).
Got him
set up to flee if he gets hurt bad enough (less than 20% health). Sometimes this works, and sometimes it works
and whoever he was fighting just runs him down and finishes him off (dirty
batards!).
Credits:
Many
thanks to many people who have helped me get some of this companion stuff off
of the ground
over
the last year. Not in any particular
order:
Emma
Devlor
Vorwoda
Reznod
GahnBuriGahn for his "Scripting for
Dummies.
Ulfgier
for the original Jessica mod (many of us started from this one).
Bunch
of others on the CS forum who have answered questions, not only for me, but
others as well.
(Apologies
to anybody I missed.)
Scripting
for Rambo:
******************
credits:
Anybody
that's used a recent companion mod that has warping in it should be aware of
the number
of
people who've been involved with this stuff:
-Reznod
who pointed me in the right direction as far as the warping itself goes.
-Devlor
who's inspiration and excellent suggestions led to a much more robust Companion
Project mod which is the foundation
for these mods.
-Emma
who's suggestions and support not only to me, but many others, have led to the
continued improvement of companions.
-The
Other Felix who keeps cranking out many improvements to the script and
overall performance of companions.
In
particular, I'd like to thank Vorwoda The Black for his
"warp-behind" section of this script. Was something I was after for a long time and never could quite
figure out. Adds a very nice touch that
improves the "feel" of the mod.
Something that you'll never see, but the stuff that you'll never see is
what this mod is mostly about.
Other
sections of this script were prompted by improvements made by many who have
contributed
to the
development of companions.
Question?
"Why a new companion?"
Answer. There has always been a bug in companions
who use warping. As long as you're
wandering the landscape, the original warping works well to insure that you
don't loose your companion. That
warping is based on a distance check which in-turn starts a timer of 6 seconds,
and at the end of those 8 seconds, if the companion is not within the
prescribed distance, warping occurs.
Reason it was done this way was to minimize it to some degree. Make it more "aesthetically
pleasing". A problem ocurred
during combat however. No way to determine
how long a combat sequence lasts, and you don't want them warping in the middle
of combat which is what would happen if you used a set number of seconds for
the warp delay. It was Devlor who came
up with the idea of using "GetWeaponDrawn" as a qualifier for
warping. In other words, if the
companion has their weapon drawn, then we cease further execution of the script
until they put their weapon away, and only at that point do we start the
warping checks back up again. In
essence, we kill warping if the companion has a weapon drawn.
All
fine and dandy, with one exception...
A
game-bug sometimes makes these companions "stick" with their weapons
out, even though combat is over, and at that point, if you're not paying
attention, you can loose them very easily because the warping is not working.
I think
I've beat that. New section of script
that makes checks for the "Weapon Swish" sound, and if at the end of
a prescribed amount of time the sound is no longer playing (an assumption is
made that combat is over), an "auto-sheathe" section of script is
run.
We
always used to use a spell cast as a means of getting a companion to sheathe a
weapon if they left it out, but I've since figured out that an
"equip" function (using a simple dagger in this case) accomplishes
the same thing, looks better, and allows the use of this
"auto-sheathe" function.
So,
that's been beat. Then what? Next thing I went after was improving the
warping. Original warping was a
distance check followed by a timer.
Stuff in this mod is broken down into two sections:
The
standard warping for combat, but something different for simple following. No more timer. They
warp
instantly and at a shorter distance if just following the player around
(non-combat).
Problem,
and back to the aesthetics stuff agian:
If I'm going to do this, I have to literally glue them to the player's
behind to keep them from warping constantly.
Two new
script sections to do this:
ForceRun: Normally companions begin running when they
fall roughly 23 virtual feet behind the player (their normal following distance
while walking is about 8 1/2 virtual feet).
I've shortened that run distance to 14 virtual feet by using
"ForceRun". This is the one that does the glueing.
Also
adjust their speed a little differently:
Ulfgier's origina "speed boost" on his "Slave Warrior
Jessica" mod added 100 to the player's speed to determine the companion's
speed, thus, if a player has a speed of 40, companion has a speed of 140.
Ulfgier realized, just like I have that the closer you keep a companion to the
player, the less they get "lost".
What I did on this one was use a multiplier for speed adjustment instead
of addition.
Ulfgier's
original looked like this:
short
p_speed
set
p_speed to ( ( Player->GetSpeed ) + 100 )
comp->setSpeed,
p_speed
This
simply gets the player's speed, adds 100 to it and assigns that resulting
combination to the companion.
Now
since then, most of the companion makers have turned it down a little, and now
use something like 60 instead of 100 to keep companions from looking like
they've drank too much coffee, so in this next example I'll use that number for
compairison:
set
p_speed to ( ( Player->GetSpeed ) + 60 )
That
gives us 40 + 60, or 100 for the companion's speed.
Now
mine:
set
p_speed to ( ( Player->GetSpeed ) * 2.80 )
Now we
get 40 * 2.80 for a companion speed of 112.
Not much difference... Until you
crank the player's speed up.
Let's
say the player's speed is now 80.
Ulfgier's solution yields 140 for the companion speed (80 + 60),
but
this new one yields 224 (80 * 2.80), meaning it scales a lot better as the
player's speed increases during the course of the game. Also helps these new companions keep up
better (although they definately look like thy're on industrial strength caffine
with a player speed of 100), and warp less (back to the aesthetics again),
although they are still going to warp more using this method than they would
using the older warping system.
This is
where Vorwoda's "warp-behind" section of script comes in: They will still warp more, but unless you're
the kind of player who likes to run around the game-world backwards all day
long, you'll never see it happening.
So
what's all of this adding up to? A
companion who is going to be very difficult to loose, and a companion who is
VERY fast... At all player speeds...
Basically,
you can turn around, play the game and not have to concern yourself with one of
these companions (other than routine maintenance :D ). I'm not going to sit here and tell you that
following ability is 100%, meaning that the possibility STILL exists that you
can loose them, but I've got it as close to 100% as I can reasonably take it.
Caveat
(there's always caveats) is that you'll probably not want to use them with
other companions :( . Reason is that
the ForceRun section is going to make them look like they're on a pogo-stick
once they start stacking up "back there" with other companions in
tow.
Sorry.
These
comps are designed to follow the player well under all circumstances, and relieve
the player of having to constantly turn and check companion to insure that they
are still there.
They
are not uber companions however. They
can and will die if you stick them where they don't belong. I just fixed them to follow better. I can't really script tactical wisdom into a
level 1 player that likes to tangle with Dremora Lords all day long (next
release maybe), so don't think for one minute that they are going to be your
saviors 100% of the time. They will be
roughly commensurate with the player as far as stats go (see below).
********************************************************************************************
On to
the other stuff:
No
spells section. Now wait a
minute... Not as bad as it sounds...
Water
walking is included. You water walk, so
do they. Drop your means of water
walking, and so do they (with an exception explained below).
Water
breathing is full time.
Levitation: What happens here is that if you levitate, a
messagebox appears: "Shall I
follow?" Simple yes/no
affair. If yes, companion casts and
follows. If no, companion waits where
they are. If at a later time you (while
levitating) decide that you want companion back in follow mode, simply tell
them to follow ("-follow..." dialog/"Let's go."), and they will
cast and follow. If you tell them to
wait while following, they will stop and wait exactly where they are (still
levitating), so if you are using a timed method of levitating (potion, spell,
etc.), and you have left them behind (while they are levitating), you better
make sure you left them someplace where you can get close enough to them to
tell them to rejoin, or they'll sit up there till the cows come home (console
and tlc fixes this situation nicely).
Sorry, no telepathy ring. If
they are
waiting
while levitating, and you can get close enough, just tell them to follow
("-follow..." dialog/"Let's go." again), and they will drop
their spell and follow. This holds true
for water walking as well, but shouldn't be a concern, because you should always
be able to get close enough to them in this instance to initiate dialog and
tell them to follow. If following
normally while levitating, and you drop your means of levitation, so will they.
Might
sound complicated, but you'll get the hang of it fairly quickly.
TOPICS:
combat:
Options
for melee only, ranged only, AI controlled and "Use what I use." "Use what I use." forces the
companion to mimic the player's weapon useage (even during combat), but is only
for melee and marksman weapons.
Example: I typically start a
combat with a ranged weapon. Companion will follow suit. Critter gets closer, and I switch to
melee. Companion will too. Companion needs to have both melee and
marksman weapons in inventory for this to work.
move:
I first
saw this in Dixon's "Hilda" mod, but apparently somebody else was the
first to come up with it (a mod that allowed the player to tell any NPC in the
game to "move" (sorry, don't know the name of it)).
Kind of
a variation here:
Two
selections: A one time move, or you can
toggle (on/off) a full time option that causes companion to move anytime they
get too close to you. If you're using
this, and companion is in your way, simply bump into them and they'll move.
IMPORTANT!! A caveat here: If this is enabled, what happens is that companion goes into
AiWander for a short duration, and then returns to AiFollw when a specified
distance is reached. If they are in
AiWander mode, THEY WILL NOT TELEPORT WITH THE PLAYER (doors, siltstrider,
etc.), so just make sure that they are standing still (in follow mode) before
you use any kind of a teleport device if this is enabled (on), or they'll be
there when you get back...
follow:
Typical
stuff...
Behind
the Scenes:
They
auto-level. Nothing to indicate this,
but they will adjust their stats automatically upon first encounter, and then
again every time the player rests.
Attributes are adjusted according to the player's attributes, and skills
are adjusted according to the player's level.