[RELZ] Companion Compatibility

Post » Wed Sep 01, 2010 9:13 pm

http://www.tesnexus.com/downloads/file.php?id=35921

====== Companion Compatibility ======
Author: Eloise Shadowborn
Date: 4 December 2010

====== Overview ======
Ever been annoyed by the fact that enemies prefer to attack your companion, your horse, or your summon instead of you? While it is possible to create an individual companion in such a way that this is not an issue in the vanilla game, the wide variety of mods and possible combinations of mods makes it virtually impossible to remove this issue from a companion in a modded game ? if you use companions with OOO or FCOM, you should know what I mean. That's where this plugin comes in. It will detect any player companions, minions or horses, and if an enemy targets them instead of the player, it will redirect them to attack the player. There are also optional settings to extend this functionality to summoned creatures, and companion minions (such as Beau's scamp from CM Partners).

====== Compatibility ======
This plugin has been tested with:
CM Partners
Companion Share & Recruit
Companion Vilja

This plugin has been tested in both Tamriel and the Shivering Isles.

====== Requirements ======
Oblivion 1.2.0416
OBSE 19b (or newer)

====== Credits & Thanks ======
Thanks to the OBSE team for providing the functionality that makes this plugin possible.
Thanks to Arkngt for testing.
Thanks to Emma & CDCooley for Vilja, who was the main reason I created this plugin.
Thanks to H0bbs for the bits of scripting from Shadow Ranger that I borrowed.
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Marta Wolko
 
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Post » Wed Sep 01, 2010 9:41 am

Good, yes, very good.
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Naomi Ward
 
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Post » Wed Sep 01, 2010 6:10 pm

Thanks, it always annoying when you go to attack a villain, and they just run right past you to attack your Companion. :tops:
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Noely Ulloa
 
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Post » Thu Sep 02, 2010 1:18 am

Sounds like a good idea - I have downloaded :)

One question, though... what if there are loads of enemies? Will everyone target you, or will some still go for the companion? Can you toggle this ingame?
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Laura Simmonds
 
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Post » Wed Sep 01, 2010 6:05 pm

Nice addon to all companions there is in Cyrodiil. Thanks and congrats to the release. :celebration:
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jeremey wisor
 
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Post » Thu Sep 02, 2010 1:10 am

aaaa-HA! Nice work. Guess there's no need for the OOO/FCOM Vilja fix now, which did the same as this, but only for FCOM added baddies

As ever -> :tops:
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Alexx Peace
 
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Post » Wed Sep 01, 2010 4:51 pm

One question, though... what if there are loads of enemies? Will everyone target you, or will some still go for the companion? Can you toggle this ingame?

I wonder the same. Having everyone attack your companion is annoying, but to see everyone attacking you instead and completely ignoring your companion who is whacking them in the back of their heads would be kinda strange too. :P
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Dona BlackHeart
 
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Post » Wed Sep 01, 2010 9:47 pm

Sounds like a good idea - I have downloaded :)

One question, though... what if there are loads of enemies? Will everyone target you, or will some still go for the companion? Can you toggle this ingame?

In theory, they should all be redirected to attack the player. However, there are a number of variables at play. Firstly, they won't all suddenly turn to attack the player at the same time - the script (by default) runs every 2.5 seconds, and will only affect enemies that are actively attacking the companion at that time, not ones that are running towards the companion with the intention of attacking them. So even if they all do turn to attack the player, they will do so in waves. Secondly, it will only redirect enemies if they have detected the player, and detection in this instance seems to be based largely on line-of-sight. So other enemies that are already attacking the player will block their view and prevent them from detecting the player - well, either that or Oblivion's AI is not very good at detecting the player :wink_smile: . Thirdly, and this is something I have observed in testing, some enemies will completely ignore the hard-coded instruction to attack the player, and continue to attack the companion, especially if only the companion is attacking them (because you're dealing with another enemy). Archers especially have a habit of doing this, and my characters have sometimes managed to get caught in the cross-fire :facepalm: .

Eloise
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Roddy
 
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Post » Wed Sep 01, 2010 10:16 am

Now, then it sounds VERY good, I'm looking forward to trying it out :) (although it'll have to wait until we finished the finetuning of Vilja, else I'll obviously won't know if what I see is a result of our work or your work)
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amhain
 
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Post » Wed Sep 01, 2010 10:58 am

I wonder the same. Having everyone attack your companion is annoying, but to see everyone attacking you instead and completely ignoring your companion who is whacking them in the back of their heads would be kinda strange too. :P


Eloise gave a detailed answer so I just want to add that in practice it just seems very natural (this with the earlier version and Vilja). Most enemies will focus on the player but when facing several at once, Vilja gets some action as well. In short, battling with a companion seems more "immersive" and natural with this mod IMO.
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Oceavision
 
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Post » Wed Sep 01, 2010 10:51 am

so this is basically a better version of "Stickier Enemy Targeting" ? sounds like a must-have to fix conjuration.
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Connor Wing
 
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Post » Wed Sep 01, 2010 9:54 pm

In theory, they should all be redirected to attack the player.


I don't mean to be contrary (really!), but all things being equal, if I and my party saw another group coming up from the distance, we wouldn't know who the leader necessarily was, nor would we focus on one person. I'd try to keep everybody on the other side engaged so nobody could gang up on one of my people, or cast spells that would affect the outcome of battle. This is why ignoring the player character seems so unrealistic, but it seems to me that ganging up on them is also kind of problematic.

However, there are a number of variables at play. Firstly, they won't all suddenly turn to attack the player at the same time - the script (by default) runs every 2.5 seconds, and will only affect enemies that are actively attacking the companion at that time, not ones that are running towards the companion with the intention of attacking them. So even if they all do turn to attack the player, they will do so in waves. Secondly, it will only redirect enemies if they have detected the player, and detection in this instance seems to be based largely on line-of-sight. So other enemies that are already attacking the player will block their view and prevent them from detecting the player - well, either that or Oblivion's AI is not very good at detecting the player :wink_smile: . Thirdly, and this is something I have observed in testing, some enemies will completely ignore the hard-coded instruction to attack the player, and continue to attack the companion, especially if only the companion is attacking them (because you're dealing with another enemy). Archers especially have a habit of doing this, and my characters have sometimes managed to get caught in the cross-fire :facepalm: .


Does this mean that if, say, four attackers see my party (including me) from a distance, they'll usually (keeping your third point in mind) go straight for my character? Because typically companions and summons aren't ahead of the player character, and so the player character is still seen first. Vilja 3.x is the only one I've heard of that can do things differently.

I don't mean to sound unfriendly. I think this is a great concept. I just don't see how, based on your comments above, the player character can escape being a target save by using invisibility or Vilja. And yes, I could be completely misunderstanding what you write, which is why I'm asking about this. :)
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Donatus Uwasomba
 
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Post » Wed Sep 01, 2010 2:26 pm

I haven't Really noticed much differance yet, they seem to Still attack the companion initaly, and I in turn engage them long before 2.5 seconds.
I javen't tried playing with any of the settings yet so I'm not sure if it will slow my system if I lower the default...
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Tessa Mullins
 
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Post » Wed Sep 01, 2010 5:05 pm

so this is basically a better version of "Stickier Enemy Targeting" ? sounds like a must-have to fix conjuration.

Oh, I don't know about better. That's a matter of opinion. Thw two mods just try to solve the same problem in different ways. Some people may prefer Documn's mod, others may prefer mine.

Does this mean that if, say, four attackers see my party (including me) from a distance, they'll usually (keeping your third point in mind) go straight for my character? Because typically companions and summons aren't ahead of the player character, and so the player character is still seen first.

If that was true, there wouldn't be any need for this mod. :wink_smile:

The problem is, the enemies are usually going to see the player first, but still decide to attack their companions, horse, or summons. This is partly down to faction relationships, partly down to the player's and companions' stats (e.g. high personality, high fame), and partly down to the Oblivion engine (maybe it should be called the Oblivious engine? :tongue: ). They may decide to attack the player, but they are demonstrably more likely to attack companions or summons.

One thing that does appear to happen is if they go to attack the player, but the player doesn't attack them back (because you're engaged with another enemy) while the companion does attack them, they will attack the companion despite this mod telling them to attack the player.

Eloise
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NeverStopThe
 
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Post » Wed Sep 01, 2010 4:50 pm

Well I'm glad somebody's made a NEW mod to help fix this problem. Stickier Enemy Targeting is showing its age. :)
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Matthew Warren
 
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