Name: Autor: Spiel-Version: Mod-Version: Größe: | When Vampires Attack Arthmoor Skyrim 1.8.151.0.7 oder neuer) 1-0-1 (12.1.2013) 16 kB |
Download: Benötigt: | TESNexus Dawnguard DLC :roll: |
Vom Modder von "Run For Your Lives" gibt es jetzt auch etwas für Vampirangriffe.
Beschreibung: |
Stadtbewehner fliehen bei einem Vampirangriff in ihre Häuser. NPC ohne Haus fliehen in die nächste Taverne. Hat der Ort keine Taverne wird zufällig ein Haus ausgesucht Wachen, Die Gefährten, Wächter von Stendar, Mitglieder der Dämmerwacht und Begleiter des Spielers werden nicht fliehen. Farmtiere und Pferde werden nicht fliehen denn sie sind dumm. |
Bekannte, mögliche Probleme: |
Es kann vorkommen das NPC steckenbleiben/einfriieren. Mehr in der Readme! Das Vampir-Radar der Mod überwacht ein grosses Gebiet ! Wenn die NPC nicht die Häuser verlassen obwohl alle Vampir-Angreifer getötet wurden. Dann durchsucht das Gebiet nach weiteren Vampir-Angreifer. Bei Städten mit Mauer auch ausserhalb. zB bei Weißlauf auch die Pferdeställe vor den Toren. Danke an Grimnir17 für die Mitteilung. |
EDIT: Bug-Bericht ergänzt.
When Vampires Attack
====================
A small mod that makes citizens in a village or city run indoors during a random vampire attack. This includes eclipse attacks as well.
This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking master vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of the undead. NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead.
This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine.
Guards, members of The Companions, Vigilants of Stendaar, the Dawnguard, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse.
Download Locations
==================
Skyrim Nexus - http://skyrim.nexusmods.com/mods/28235/
TES Alliance - http://tesalliance.org/forums/index.php?/files/file/1404-when-vampires-attack/
Dark Creations - http://www.darkcreations.org/forums/files/file/544-when-vampires-attack/
Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=114273579
Installation Requirements
=========================
Official Skyrim patch 1.8.151.0.7 or greater.
Official Dawnguard DLC.
Installation - Wrye Bash BAIN
=============================
Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.
Installation - Nexus Mod Manager
================================
Use the "Download with Manager" button on the When Vampires Attack page at Skyrim Nexus. The installer should take care of things from there.
Then simply make sure NMM has the mod activated.
Installation - Manual
=====================
Drop the When Vampires Attack.esp and When Vampires Attack.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.
Uninstall
=========
Remove the two files from the Data folder.
This mod has no continually updating scripts so the contamination of your save game will be minimal.
Known Issues
============
Sometimes it may appear as though NPCs are stuck. It is not known why this occurs, and it's unlikely the protection system has kicked in. This is probably due to an unknown incompatibility with another mod.
It is possible for Dawnguard to spawn a separate random attack in the same area as one of the eclipse attacks, resulting in two separate attack events. Efforts have been made to detect this, but it is not well tested and may not work entirely as expected.
If an attack location has more than 150 NPCs to protect, only the first 150 will fill the quest aliases. After that, any leftovers are on their own and can still be killed! 150 NPC slots is enough to protect all of Solitude running Open Cities Skyrim with 60 slots left open. That ought to be more than enough.
The alias fill casts a very wide net, do not be surprised if you see Khajiit from the caravans come in to seek shelter from an attack, or other NPCs who commonly live outside of a major city.
Compatibility
=============
Fully compatible with the Unofficial Dawnguard Patch.
Tested and confirmed to work with Open Cities Skyrim.
Mods for Dawnguard which alter the following quests will not be compatible without a patch:
DLC1EclipseAttack1 - Eclipse Attack: Gargoyles
DLC1EclipseAttack2 - Eclipse Attack: Vampire and thralls
DLC1EclipseAttack3 - Eclipse Attack: Vampires and Gargoyles
DLC1EclipseAttack4 - Eclipse Attack: Death Hounds
DLC1EclipseAttack5 - Eclipse Attack: Vampires and Death Hounds
DLC1EclipseAttack6 - Eclipse Attack: Vampires, Gargoyles and Death Hounds (Oh, my)
DLC1RadiantDisguisedVampireLordSpawner - Disguised Vampire Lord - Change Location
Mods for Dawnguard which edit the following scripts will not be compatible unless patched:
DLC1_QF_DLC1EclipseAttack1_0101629F.psc
DLC1_QF_DLC1EclipseAttack2_01017648.psc
DLC1_QF_DLC1EclipseAttack3_01017649.psc
DLC1_QF_DLC1EclipseAttack4_0101764A.psc
DLC1_QF_DLC1EclipseAttack5_0101764B.psc
DLC1_QF_DLC1EclipseAttack6_0101764C.psc
DLC1RadiantDisguisedVampireLordScript.psc
How to Make it Work With Your Mod
=================================
In order for the system in place to work with a mod added location, a few things need to be set up.
1. A location should be established with the keyword LocTypeHabitation.
2. This location requires a marker with its location reference type set to LocationCenterMarker. This works best outdoors as close to the geographic center of your area as possible.
3a. If your settlement has an inn, you can have that become usable by flagging it as LocTypeInn. It must be set as a child location of the location in step 1.
3b. If you do not hav an inn, then you need at least one interior with the LocTypeDwelling keyword set. It must be a child location of the location from step 1.
4. In the interior from step 3, a marker with its location reference type set to LocationCenterMarker must be placed. This is the target the AI packs will look for.
When all 4 steps are complete, nothing further needs to be done. When vampires attack your village, settlement, city, or whatever, the citizens will flee. Where they go depends on a few things:
A. If they are already indoors, they will be made to stay there for the duration of the attack.
B. If they are outside and have a home in the city that is marked as LocTypeDwelling, they will go there.
C. If the city has an inn, any non-resident or outdoor living NPCs will go there.
D. If none of the above are true, the game will select a random interior from your area matching the LocTypeDwelling keyword and the NPCs will flee there.
For example, in Solitude, the city has an inn. Any NPCs in the area who don't have a home flee there consistently.
In a place like Darkwater Crossing, where there is no inn, the NPCs have two choices. Either the mine or the one house. More often than not, the game would choose the mine.
Licensing and Legal
===================
Redistribution is strictly forbidden without prior consent. This means do not upload it anywhere unless you have obtained permission from me.
Non-English translation versions may be uploaded without permission on the following conditions:
1. All mod files contained in this archive are retained with their current names.
2. No alterations are made to the contents of the plugins or master file other than those necessary to translate the English text.
3. No alterations or additions are made to the meshes and textures other than those necessary to translate English text.
4. This readme is included, in ENGLISH, exactly as it is written in the version it was downloaded with.
All inquiries regarding this mod must be directed to me. If after 180 days contact cannot be established or you have not received a response, stewardship of this mod will fall to the community at TES Alliance (tesalliance.org). I can be contacted via PM at Bethesda Game Studios Forums, TES Alliance, TES Nexus, Great House Fliggerty, Dark Creations, and AFK Mods under the username Arthmoor. I can also be contacted via my blog at http://www.iguanadons.net using the contact form there. A good faith effort must be made before assuming that contact cannot be established before concluding that I am no longer maintaining this mod.
Mod history archives such as Morrowind Mod History are permitted to keep a copy of this mod within their archives for historical purposes provided all authorship and credit information is retained and the contents of the mod are not altered in any way.
Version History
===============
Version 1.0.1
-------------
Found and removed some rogue data which could have prevented the protection quest from launching.
Corrected a packaging error from having archived the wrong ESP, which was leading to errors being thrown about a missing script that isn't supposed to exist anymore.
Version 1.0
-----------
Initial release.
====================
A small mod that makes citizens in a village or city run indoors during a random vampire attack. This includes eclipse attacks as well.
This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking master vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of the undead. NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead.
This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine.
Guards, members of The Companions, Vigilants of Stendaar, the Dawnguard, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse.
Download Locations
==================
Skyrim Nexus - http://skyrim.nexusmods.com/mods/28235/
TES Alliance - http://tesalliance.org/forums/index.php?/files/file/1404-when-vampires-attack/
Dark Creations - http://www.darkcreations.org/forums/files/file/544-when-vampires-attack/
Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=114273579
Installation Requirements
=========================
Official Skyrim patch 1.8.151.0.7 or greater.
Official Dawnguard DLC.
Installation - Wrye Bash BAIN
=============================
Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.
Installation - Nexus Mod Manager
================================
Use the "Download with Manager" button on the When Vampires Attack page at Skyrim Nexus. The installer should take care of things from there.
Then simply make sure NMM has the mod activated.
Installation - Manual
=====================
Drop the When Vampires Attack.esp and When Vampires Attack.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.
Uninstall
=========
Remove the two files from the Data folder.
This mod has no continually updating scripts so the contamination of your save game will be minimal.
Known Issues
============
Sometimes it may appear as though NPCs are stuck. It is not known why this occurs, and it's unlikely the protection system has kicked in. This is probably due to an unknown incompatibility with another mod.
It is possible for Dawnguard to spawn a separate random attack in the same area as one of the eclipse attacks, resulting in two separate attack events. Efforts have been made to detect this, but it is not well tested and may not work entirely as expected.
If an attack location has more than 150 NPCs to protect, only the first 150 will fill the quest aliases. After that, any leftovers are on their own and can still be killed! 150 NPC slots is enough to protect all of Solitude running Open Cities Skyrim with 60 slots left open. That ought to be more than enough.
The alias fill casts a very wide net, do not be surprised if you see Khajiit from the caravans come in to seek shelter from an attack, or other NPCs who commonly live outside of a major city.
Compatibility
=============
Fully compatible with the Unofficial Dawnguard Patch.
Tested and confirmed to work with Open Cities Skyrim.
Mods for Dawnguard which alter the following quests will not be compatible without a patch:
DLC1EclipseAttack1 - Eclipse Attack: Gargoyles
DLC1EclipseAttack2 - Eclipse Attack: Vampire and thralls
DLC1EclipseAttack3 - Eclipse Attack: Vampires and Gargoyles
DLC1EclipseAttack4 - Eclipse Attack: Death Hounds
DLC1EclipseAttack5 - Eclipse Attack: Vampires and Death Hounds
DLC1EclipseAttack6 - Eclipse Attack: Vampires, Gargoyles and Death Hounds (Oh, my)
DLC1RadiantDisguisedVampireLordSpawner - Disguised Vampire Lord - Change Location
Mods for Dawnguard which edit the following scripts will not be compatible unless patched:
DLC1_QF_DLC1EclipseAttack1_0101629F.psc
DLC1_QF_DLC1EclipseAttack2_01017648.psc
DLC1_QF_DLC1EclipseAttack3_01017649.psc
DLC1_QF_DLC1EclipseAttack4_0101764A.psc
DLC1_QF_DLC1EclipseAttack5_0101764B.psc
DLC1_QF_DLC1EclipseAttack6_0101764C.psc
DLC1RadiantDisguisedVampireLordScript.psc
How to Make it Work With Your Mod
=================================
In order for the system in place to work with a mod added location, a few things need to be set up.
1. A location should be established with the keyword LocTypeHabitation.
2. This location requires a marker with its location reference type set to LocationCenterMarker. This works best outdoors as close to the geographic center of your area as possible.
3a. If your settlement has an inn, you can have that become usable by flagging it as LocTypeInn. It must be set as a child location of the location in step 1.
3b. If you do not hav an inn, then you need at least one interior with the LocTypeDwelling keyword set. It must be a child location of the location from step 1.
4. In the interior from step 3, a marker with its location reference type set to LocationCenterMarker must be placed. This is the target the AI packs will look for.
When all 4 steps are complete, nothing further needs to be done. When vampires attack your village, settlement, city, or whatever, the citizens will flee. Where they go depends on a few things:
A. If they are already indoors, they will be made to stay there for the duration of the attack.
B. If they are outside and have a home in the city that is marked as LocTypeDwelling, they will go there.
C. If the city has an inn, any non-resident or outdoor living NPCs will go there.
D. If none of the above are true, the game will select a random interior from your area matching the LocTypeDwelling keyword and the NPCs will flee there.
For example, in Solitude, the city has an inn. Any NPCs in the area who don't have a home flee there consistently.
In a place like Darkwater Crossing, where there is no inn, the NPCs have two choices. Either the mine or the one house. More often than not, the game would choose the mine.
Licensing and Legal
===================
Redistribution is strictly forbidden without prior consent. This means do not upload it anywhere unless you have obtained permission from me.
Non-English translation versions may be uploaded without permission on the following conditions:
1. All mod files contained in this archive are retained with their current names.
2. No alterations are made to the contents of the plugins or master file other than those necessary to translate the English text.
3. No alterations or additions are made to the meshes and textures other than those necessary to translate English text.
4. This readme is included, in ENGLISH, exactly as it is written in the version it was downloaded with.
All inquiries regarding this mod must be directed to me. If after 180 days contact cannot be established or you have not received a response, stewardship of this mod will fall to the community at TES Alliance (tesalliance.org). I can be contacted via PM at Bethesda Game Studios Forums, TES Alliance, TES Nexus, Great House Fliggerty, Dark Creations, and AFK Mods under the username Arthmoor. I can also be contacted via my blog at http://www.iguanadons.net using the contact form there. A good faith effort must be made before assuming that contact cannot be established before concluding that I am no longer maintaining this mod.
Mod history archives such as Morrowind Mod History are permitted to keep a copy of this mod within their archives for historical purposes provided all authorship and credit information is retained and the contents of the mod are not altered in any way.
Version History
===============
Version 1.0.1
-------------
Found and removed some rogue data which could have prevented the protection quest from launching.
Corrected a packaging error from having archived the wrong ESP, which was leading to errors being thrown about a missing script that isn't supposed to exist anymore.
Version 1.0
-----------
Initial release.
Zuletzt bearbeitet: