NPC Claim Guidelines (WIP)

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Kevaar
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(Currently an info dump, pending tidying up to be put into the Handbook)

Step the First: Dialogue should be placed in Google Docs (Or Google Sheets based on preference) for grammar editing. This does not need to pass review for claimant to start work on their claim, but needs to be included with final submission.
New NPCs and their dialogue are posted to claimant's own .esp.
Appropriate section file must be loaded while working on this .esp.
Dialogue placeholders must be put in section file before work can begin on claim. Check for: little advice, little secret, latest rumors, someone in particular, specific place, Background, my trade, any and all Greetings
Interiors are renamed by merger in section file. Claimer is NOT to touch cell names or BAD THINGS HAPPEN
ALL new NPCs need a map filter script. NO EXCEPTIONS!
Local, TR_Map is a condition that can be used to filter dialogue responses by map. Any responses not otherwise conditioned and that may include Vvardenfell specific dialogue (e.g. all common topics as well as "Morrowind lore" and "Solstheim"?) needs this condition.
Ownerships?????

<<Map Scripts Info Past This Point>>

Found in Tamriel_Data files:
Map2, Default:: T_ScNpc_Mw_Map2
Map2, NoLore: T_ScNpc_Mw_Map2_Nolore
Map2, slave: T_ScNpc_Mw_Map2_Slave
Map2, Aundae Vampire: T_ScNpc_Mw_Map2_VampAundae
Map2: Berne Vampire:T_ScNpc_Mw_Map2_VampBerne
Map2, Quarra Vampire: T_ScNpc_Mw_Map2_VampQuarra

Simillarly named included for Maps 3 and 4
Defaults included for Maps 5 and 6, others not yet created

Map locations controlled by T_ScGlobal_LoopTR, located in Tamriel_Data

Found in TR_Mainland files:
Map1:
TR_m1_NPC, TR_m1_NPC_NoLore, TR_M1_NPC_Slave, TR_m1_NPC_Outlaw (not sure about that one), TR_m1_NPC_V_Aundae, TR_m1_NPC_V_Berne, TR_m1_NPC_V_Quarra respectively

Maps Designations for Map Script
Map 0 = Vvardenfel, Solstheim
Map 1 = Telvannis
Map 2 = Antediluvian Secrets and part of Sacred East
Map 3 = part of Sacred East, Almalexia, and part of Heartland
Map 4 = Heartland, part of Veloth
Map 5 = Veloth
Map 6 = Narsis, Dres
Map 7? = Narsis?

Ignore green areas; map borders are the RED lines.

Newer, prettier map:

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Atrayonis
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The map variables should now be properly set as long as MCP with it's recent oncellchange fix is applied. Not sure if and how OpenMW deals with the same issue.

Map 7 currently only exists halfway in TR_Mainland. There is currently only Map 6 south of Almalexia.
The map system may have been clunky, but it kept relatively homogenous local interests together:

  • Map 1 are the isolated Telvanni lands
  • Map 2 the quarrels of the Empire/Telvanni/Indoril/Temple
  • Map 3 the Indoril heartlands and the encroaching Thirr conflict
  • Map 4 the expansionist Hlaalu and their surroundings
  • Map 5 the Redoran Heartlands
  • Map 6 the Dres lands
  • Map 7 the decadent Hlaalu heartlands.

Also, TR adds two more "common" topics - "local area" (the immediate surrounding of the city people are in) and "local economy" (self-explanatory).

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Kevaar
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vanilla topics that need a test for proper filtering (adding new entries is optional if the filtering is fine):
little advice
little secret
Solstheim
Morrowind lore
Greetings (specifically 9)
my trade

vanilla topics that will need new text:
someone in particular
specific place
latest rumors (keep in mind quest claims willl add more entries here, so only need 1-2)
Background (unlike vanilla, TR convention is that more text goes in here beyond "I am %Name, %Class.")

TR-specific topics that need new text:
local area
local economy
name of the NPC's city, region, or important NPCs in the area

 

Kevaar's picture
Kevaar
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Kevaar's picture
Kevaar
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More notes:
Most generic Responses (i.e. all the topics used in NPC claims) should be set to 30 Disp, so that the NPC refuses to tell the player things at a very low Disposition.

Ownerships: claimants are not to change object ownerships in their NPC claims, as these get overwritten when merged. Instead, claimants should specify in Merging Notes any requested changes to object ownerships.

Edits to existing objects (such as NPC stats, interior cell names, placement of objects in cells, etc) should also be put in Merging Notes, not changed in the .esp itself, as these won't merge properly otherwise. New objects can be added without trouble however, though please clear big changes with a lead dev first.

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Kevaar
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Also useful for how the generic topics are used and what sorts of information should go in them: https://tamriel-rebuilt.org/forum/little-topics-examined

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Kevaar's picture
Kevaar
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The attached .esp is helpful for testing. Especialy of note is the script in it that adds all vanilla dialogue topics, so you can check if your dialogue filters are working properly.

It's also suggested to drag a follower NPC through the areas you've added dialogue to, to see if anything unfitting is popping up in their dialogue as well (location-based filters specfically have a habit of breaking for followers).
 

AttachmentSizeDate
Binary Data SkipCharGen.esp133.24 KB2019-07-06 19:36
Kevaar's picture
Kevaar
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Some notes about nolore:
nolore's general purpose: to remove wikipedia dialogue about the world that is not specific to quests. This includes almost all the information an NPCer will be putting into their claims.
When an NPC has "short nolore" in their script, they don't talk about these topics!

Known Issues:
some badly filtered vanilla dialogue topics still make it through nolore.
The classes Publican, Trader, Healer, Miner, and Bookseller have lore-like topics, as does the Champion class (though this is really Ashlander specific and should never be used for other NPCs). Thief gets a special Background topic. Scouts and Savants also have some lore-like topics (they obey nolore tags except for some outliers to do with the Nerevarine quests), but these are special classes that almost never have nolore, as their whole point as a class is to know everything lore-related.
The topic for Twin Lamps and go free appears for the Slave class, including the script to count how many slaves the player frees through dialogue for other twin lamps related things.
Buoyant Armigers and Ordinators talk about Ghostgate and the crater citadels of Red Mountain, which might not be known on the mainland.
All races also get dialogue from the tribunal quest "anonymous writer" but this is probably easily ignored, especially as Patch for Purists has already fixed this.
Most everyone talks about Almalexia, especially Dark Elves--in the context of the goddess dying after the Tribunal MQ.

As far as TR goes: almost all the dialogue NPC claims deal in should be conditioned with nolore! IN GENERAL, quest NPCs should always receive a nolore tag in their script, though this restriction can be lifted if the NPC is going to be an average joe with general knowledge about Morrowind.

Topics that should receive nolore to their entries:
little advice
little secret
Solstheim
Morrowind lore
someone in particular
specific place
local area (TR topic)
local economy (TR topic)
most locations and names of important NPCs

Topics that should typically get nolore filters, but may be appropriate for quest NPCs to have, so individual responses might not be tagged nolore in these topics:
my trade
Background
latest rumors
locations and NPC names to do with that NPC's quest

If one of your quests involves your nolore NPC having responses to one of these nolore topics, you will have to make it specially. That said, you're probably using the topic wrong if you have to do this.

Kevaar's picture
Kevaar
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Choosing Classes:
An NPC's services is often tied to their class. Most classes that have services are special classes with "Service" in the name, but there are some exceptions. Picking the right class and clicking Auto-Calculate in the NPC window is usually enough to set up these services, except for Travel Services (which must be set manually and have dialogue added to them for destinations as well as being the right class). Publicans also need special dialogue and dialogue scripts to code them to sell the right beds. Slaves that are to be sold or set free need special dialogue/scripts and a key item placed in the world somewhere. Vendors sell everything they "own", but that is not currently equipped, including stuff in their inventory, and stuff lying about their shop (including inside containers).

Vendor classes:
Alchemist Service (Potions, Ingredients, Alchemy Apparatus)
Apothecary Service (Potions, Ingredients, Alchemy Apparatus)
Assassin Service (Thief Tools)
Book Seller (Books)*
Clothier (Clothing)**
Enchanter Service (Weapons, Armor, Clothing, Books*, Magic Items, Miscellaneous)
Healer Service (Ingredients, Potions)
Pawnbroker (everything)
Priest Service (Books, Ingredients, Potions)
Publican (Ingredients, Potions)
Savant Service (Books)
Smith (Weapons, Armor, Repair Tools)
Thief Service (Thieves Tools)
Trader Service (everything but Thieves Tools and Alchemy Apparatus)
Wise Woman (Ingredients, Potions)
*Books include Scrolls and Papers.
**Clothing includes Jewelery and Shoes (not boots).

Trainer classes:
Agent
Assassin Service
Drillmaster Service
Master-at-Arms
Monk Service
Savant Service
Scout
Thief Service

Misc. Services:
Battlemage Service (sells spells)
Enchanter (enchanting services)
Healer Service (sells spells)
Mage Service (makes and sells spells)
Nightblade Service (sells spells)
Priest Service (sells spells and makes spells)
Publican (rents beds)
Savant (is never nolore)
Scout (is never nolore)
Smith (repairs items)
Sorcerer Service (sells and makes spells)
Trader Service (repairs items)
Wise Woman Service (makes spells)

Travel Services:
Caravaner (silt strider)
Gondolier (gondolas in Vivec)
Guild Guide (mage portals)
Shipmaster (boats)

Other notes:
Miner is typically for egg miner, not ore miner (they get some special dialogue about kwama). Tamriel_Data adds Ore Miner for glass, ebony, silver, etc.
Dreamer is a servant of Dagoth Ur.
Champion is an Ashlander only class. So is Mabrigash. So is Wise Woman.
Slaves often have dialogue to do with Twin Lamps, "go free", and sometimes buying and "travel together" once bought.
Guards are, well, guards. There is hardcode attached to them that drives their behavior, so any NPC you want functioning in this capacity has to have the Guard class. This class affects some dialogue too.
Ordinator Guard is an Ordinator with Guard capabilities.
Witches are always females. (Try Warlock for guys?)
Battlemages are usually Imperial or Breton, or at least connected to the Imperial Legion.
The difference between Trader, Merchant, and Pawnbroker is that Pawnbroker is typically cheap stuff, and Merchants don't have services by default. (Nor do Traders, technically...choose Trader Service instead).
Scout and Savant specialize in lore, and so should never be labelled nolore. (If a quest NPC, consider a different class).
Hunters might also be meant for nolore? See my trade dialogue.
Hunters, Paupers, and Witches have Vvardenfell-specific dialogue in "my trade", and so need special dialogue here if they are chosen in other parts of Tamriel.
Priests are only for the Imperial Cult? due to my trade dialogue.
Similarly, Mages seem to have Telvanni-specific dialogue in "my trade".