cyrano on 13/1/2006 at 01:20
If you are referring to my release announcement for LGNPC then yes–it will not adversely affect your game. It is not a beta, but it has already undergone considerable testing for stability and compatibility. We are currently working to finishing the remaining NPCs in the Foreign Quarter.
Convict on 13/1/2006 at 03:27
Awesome Cyrano thanks for putting in the effort the game designers didn't! :D
Should I download it now (btw is it self extracting to the required locations of files) or should I wait for you guys to finish it off (ie how long will you be and also can I upgrade the mod/patch you made from v0.5 to v1)?
cyrano on 13/1/2006 at 16:32
First let me clarify that I am just one of many writers for the project. With real-life incursions limiting the participation of our leadership, I have taken a larger role with the Foreign Quarter installment. But this mod and others in the LGNPC series are very much the result of a team effort.
No, it is not self-extracting, but the download consists of an .esp and a readme file (LGNPC mods affect dialog only and do not include new textures, meshes, sounds etc.). Just unzip and copy the .esp into your Morrowind/Data Files directory and select the plug-in when you open the Morrowind launcher.
Go ahead and enjoy the work that has been created by the team-It will be a month or two before the rest of the Foreign Quarter is completed. Because the changes introduced by the project affect (mostly) dialog, I am optimistic that the version 1.0 release may be loaded in place of the version 0.5 without any problems for saved games. Of course this will be tested, and if necessary we will release a patch version for people already running the first phase of the Foreign Quarter.
RyushiBlade on 13/1/2006 at 18:47
Since the mod isn't doing anything but affecting dialogue, you should be able to also just turn the mod off, load and save your game, then turn the newer version on. I don't think running the two versions simutaneously is such a good idea...
I swear I've asked this before, but is there a LGNPC mod that covers everything you've done so far?
cyrano on 13/1/2006 at 20:16
Technically you are correct, Ryushi. However, quests will sometimes add new NPCs and items to the world. If it is a cell that the player has already visited, and that cell is edited in the second phase, there is a potential for doubling effects. I do not what people to have to clean their saves, so a patch loaded along with the version 0.5 could solve that problem. I don't think that it is a likely problem, but it could happen. I expect that uses will unplug version 0.5 and plug-in version 1.0 without incident.
No, we do not have a single, merged LGNPC mod. It is the intention of the leadership to do that when all towns are completed (or at least for Vivec when all cantons are completed). However, I don't know if that day will ever come. Nor do I think it is desirable to merge until every conceivable problem has been fixed. Having debugged problems that users have had with Ald'ruhn, Pelagiad and Tel Mora, I was grateful that they were not merged at the time. :sweat:
Convict on 14/1/2006 at 01:19
Great I'm getting the downloads now from your website! :thumb: Should I download ESParser v. 1.2.147 and if so should I get 1.3beta, .exe, or setup?
EDIT: Indarys Manor v. 1.10 install means that I have to create the STA folder in meshes and the .dds file is unique in the textures folder (the other file is _land_default.tga). Is that normal?
cyrano on 14/1/2006 at 01:37
ESParser is a utility for modders that (I believe) Max_aka_Nobody created for working with dialog in the construction set. Nothing to see here; keep it moving. :p
Convict on 14/1/2006 at 07:43
When I went to install them I was unsure of how to do it right. What I did was select all the plugins (mods) by double clicking and then pressed OK. I didn't notice any computing going on but maybe it's because of the small file size. Did I do it right?
cyrano on 14/1/2006 at 18:29
I am not certain where you are in the process so I will start from the beginning:
*First unzip each installment (they contain only dialog, so they are comparatively small files).
*Each installment consists of a single .esp and readme file (Ald’ruhn might have an additional Persuasion.esp file that is optional). Copy/move all of the .esp files to the Morrowind/Data Files folder. (The readme files also descript the installation.)
*From the Morrowind launcher, open Data Files and ‘check’ each of the LGNPC towns that you want to load with your game.
*(I save the best for last.) Play the game!
Convict on 14/1/2006 at 23:45
Done right I think - thanks! :)