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[MOD] Lively Cities

Posted: Sat Aug 21, 2021 5:23 am
by Cliffworms
Lively Cities
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Download on Daggerfall Unity Nexus

Download on GitHub (Loose files)



Lively Cities adds static NPCs on the streets of Daggerfall's cities and smaller settlements. You may stumble upon beggars, tavern patrons, prostitutes, priests, commoners, children, minstrels and acrobats the next time you're in town.

These NPCs can be interacted with and some are guild members who will recognize you if you are a fellow guildmate. They cannot give quests or be involved in quests. NPCs have schedules and some will appear during the day, while others will be there at night. Rain and thunderstorms will also disable several of them.

In addition, because I used buildings' exteriors to place NPCs, I added quest markers to 46 houses that had none. This means that there are 46 new quest locations that can be used for quests. I also fixed floating lights and aligned furniture with the walls for every building I used. You may thus see less visual oddities inside the houses I edited.

Using Carademono's Animated People is highly recommended, as it brings all NPCs to life with new animations.


Note that, for the moment, desert towns are not fully covered because of the lack of Redguard NPCs. Should the modding community create those, I'll gladly populate these locations.


Some more screenshots :

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Re: [WIP] Lively Towns

Posted: Sat Aug 21, 2021 11:43 am
by Shapur
Good stuff

Re: [WIP] Lively Towns

Posted: Sat Aug 21, 2021 10:46 pm
by Ninelan
This is a very great idea to enhance the world of Daggerfall even further!

Re: [WIP] Lively Towns

Posted: Sun Aug 22, 2021 6:45 am
by King of Worms
Lovely!

Re: [WIP] Lively Towns

Posted: Mon Aug 23, 2021 2:49 pm
by risk
this adds to the immersion even further!

any way to have some of these outdoor characters give random quests or short dialogue options (like those tavern game type interactions)?

Re: [WIP] Lively Towns

Posted: Mon Aug 23, 2021 6:50 pm
by Cliffworms
Thanks for the kind words. :)
risk wrote: Mon Aug 23, 2021 2:49 pm this adds to the immersion even further!

any way to have some of these outdoor characters give random quests or short dialogue options (like those tavern game type interactions)?
No, they will not give quests because quests have been written with NPCs inside buildings in mind. Trying to locate a quest giver on city streets to turn the quest in would be a bit of nightmare. In addition, any quest text mentioning the quest giver's building would show errors.

They initiate the standard talk window though.

Re: [WIP] Lively Towns

Posted: Tue Aug 24, 2021 6:46 am
by risk
oh that makes sense! thank you

Re: [WIP] Lively Towns

Posted: Tue Aug 24, 2021 10:51 pm
by Daniel87
What happens with the NPCs at night, when everybody goes to their houses?

Re: [WIP] Lively Towns

Posted: Wed Aug 25, 2021 1:12 am
by Jay_H
The NPCs remain outdoors. Good if you're looking for directions! Unfortunately the technical capability isn't there (yet) to hide these NPCs at night-time, but they're working on it.

Some NPCs in Arena also stay outdoors at night, so there's some continuity there!

Re: [WIP] Lively Towns

Posted: Tue Aug 31, 2021 7:14 pm
by carademono
This is the mod in progress I'm most excited about... well, along with all of your other projects, Cliff!