[RELZ] Companion Share & Recruit v3

Post » Thu Nov 19, 2009 5:43 pm

I don't know, I'm getting rather frustrated with this. A couple of more bugs I found, if you're even going to address them.
-I ask my companion to "wait here>no just stay here" move some distance to get past some traps, then press and hold the companion context key (in my case "G") and then left click on my companion to follow. They follow but if they get stuck somewhere they don't get reset to my location anymore, plus the "Call Companions" spell doesn't work either. Those things only seem to work through menu command "Follow me"

-My companion has master alteration (100) as a major skill, if I"m in sneak mode and hold my "G" key and then lef click on the locked chest , my companion doesn't unlock everytime on first command (via spell). It may be a minor bug but can be a nuisance for me. That command just winds up timing out or something like that and I have to order my companion a second time (again, unlock via spell), or even a third sometimes. Plus there's an erroneous side script put in by bethesda for npcs to comment "You have the hands of a healer" and such. Well it's kind of annoying when I give the order to unlock a chest via spell, and my companion goes into sneak mode, walking up to the chest and then in the middle of it makes one of those comments. Again minor but annoying (just finish the command already).

-"Behavior>try to be versatile", Well my companion has marksman as a major but not blade. They have a bow with more attack power then their shortsword, yet after the enemy gets to close, my companion switches to blade, no problem but then after that they only seems to stay on blade and don't switch back to the bow again.

-Alltogether I just find the command execution wanting/ slack. If I can get my companion to drop eveything else they're doing in battle and tell them to heal me using the context key, then I'm sure it's possible to get the companion to drop or cancel the first command (if it's not completed yet) and complete the last regardless. Half the time, I find a lot of the commands just time out writch, unfortunately, is just one of those things that just really get under my skin especially if the commands don't get executed during battle when I need them done the most.

-I don't know if you can help this one but, my companion has restoration, armorer, and alteration all as majors skills. I can use the context key ("G" for me) and left click on my companion to heal and repair themselves, but if they're already full health, then all they do is just repair anymore. They never get around to casting the "expert buff" on themselves that you programmed into this mod.

I suppose you may not address these issues in which case I just might go bother with CM's instead...
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Laura Hicks
 
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Post » Fri Nov 20, 2009 1:50 am

IMO, there's no real reason to go CM. If you want "get a party together" followers, go CSR, if you want dedicated, unique, probably essential followers, get one of the many brilliant followers, they'll have better AI, and won't require dependancy mods.

On the subject of Oblivion gates... there's no special code? But me and, er, "the guys" (by which I mean the one surviving member, and two dead members) appeared outside of the gate. Dead members!

edit: er, I read your previous posts. Ignore me.
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barbara belmonte
 
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Post » Fri Nov 20, 2009 5:14 am

Unfortunately good command execution is a must, I can't get myself around that. If the command execution is gonna be only good half the time, then there's no point in me having a companion. I'd do better going it alone.
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Lady Shocka
 
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Post » Fri Nov 20, 2009 3:26 am

I used to have tonnes of problems with CSR even when not using the many features of the companions, I've swapped it out in favour of a japanese mod which simply causes the npc to follow me and let me access their inventories.
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Kelsey Anna Farley
 
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Post » Fri Nov 20, 2009 4:13 am

I don't know, I'm getting rather frustrated with this. A couple of more bugs I found, if you're even going to address them.
-I ask my companion to "wait here>no just stay here" move some distance to get past some traps, then press and hold the companion context key (in my case "G") and then left click on my companion to follow. They follow but if they get stuck somewhere they don't get reset to my location anymore, plus the "Call Companions" spell doesn't work either. Those things only seem to work through menu command "Follow me"
That sounds like the "Follow" scripts aren't being applied but the package is. I'll double-check the way the "Follow" order is being processed.
Not an edit: Yep, the structure for that hadn't been updated when I updated the dialogue, so it's missing a bunch of scripts. That is definitely a bug that warrants an update.

-My companion has master alteration (100) as a major skill, if I"m in sneak mode and hold my "G" key and then lef click on the locked chest , my companion doesn't unlock everytime on first command (via spell). It may be a minor bug but can be a nuisance for me. That command just winds up timing out or something like that and I have to order my companion a second time (again, unlock via spell), or even a third sometimes. Plus there's an erroneous side script put in by bethesda for npcs to comment "You have the hands of a healer" and such. Well it's kind of annoying when I give the order to unlock a chest via spell, and my companion goes into sneak mode, walking up to the chest and then in the middle of it makes one of those comments. Again minor but annoying (just finish the command already).
Your companion may be flagged as locked by another order? Does the chest flash, do you get the text "Unlock order" in the corner of the screen? If they walk over and don't unlock it, it may be that they can't path to a point close enough to the centre of the chest, or that the pathing fails to evaluate properly. What you 'see' as being a chest on a shelf at head height for example is, to an NPC who 'exists' at their feet, equivalent to being about two metres away and too far away for them to reach. A chest's representation ingame isn't located 'where it's mesh is', either- it's located at a single xyz point, which for some meshes may end up being so far inside the mesh that it's impossible to path to where the chest is located, at least when approaching from some angles. An NPC may attempt to path to the chest from an AI path node from which they can't reach it, timeout, head off to a different node, then approach it from a valid direction. Behind the scenes, the whole process is not as simple as it may appear.
I can't order NPCs to not say side comments without turning off all 'fallout behaviour', which includes a lot of important behaviours like interacting with allies, triggering assistance, thievery etc.

-"Behavior>try to be versatile", Well my companion has marksman as a major but not blade. They have a bow with more attack power then their shortsword, yet after the enemy gets to close, my companion switches to blade, no problem but then after that they only seems to stay on blade and don't switch back to the bow again.
That's not hugely down to CSR, combat is handled by combat styles by the engine. If they don't engage an enemy beyond the 'switch' distance then they'll not switch weapons back. NPCs have switch ranged->melee distances and switch melee->ranged distances, they'll typically switch from ranged to melee at a much shorter range than they'll switch from melee to ranged. The switch distances in the CSR combat styles are based off of vanilla values that worked well enough for me, but you will find in general NPCs perform a lot better if their weapon type is specified.

-I don't know if you can help this one but, my companion has restoration, armorer, and alteration all as majors skills. I can use the context key ("G" for me) and left click on my companion to heal and repair themselves, but if they're already full health, then all they do is just repair anymore. They never get around to casting the "expert buff" on themselves that you programmed into this mod.
The script currently issues a call for a repair any time you order at an NPC, and then a call for a buff if they're unbuffed. If you have one NPC providing all your support functions then they'll get the 'call for repair' first and act on it, and be flagged as locked when the 'call for buff' is processed. This issue only arises because manually ordering repairs is conditionless (to allow you to force repairs on lightly-damaged people), support mode won't issue a repair order unless their weapon is damaged. I can fix this by just reordering the checks, I never noticed as I handle party buffs using support mode rather than manually.

-Alltogether I just find the command execution wanting/ slack. If I can get my companion to drop eveything else they're doing in battle and tell them to heal me using the context key, then I'm sure it's possible to get the companion to drop or cancel the first command (if it's not completed yet) and complete the last regardless. Half the time, I find a lot of the commands just time out writch, unfortunately, is just one of those things that just really get under my skin especially if the commands don't get executed during battle when I need them done the most.
I don't allow cancelling commands, as I have no way of telling if you issuing another order is supposed to be "Ignore your current order and do this" or "Another available NPC, do this"- CSR is built around the assumption you have a party of NPCs. That's one of the fundamental things- a lot of your problems are because you're trying to get one NPC to do everything, and functions that are designed to have 2-3 NPCs, each designed as a 'normal' NPC, working in concert are fighting for space on the one very abnormal NPC. For example, a part of the slow response rates is because only one NPC is responding, rather than several who can act whilst another NPC is timing out/processing.
And you may simply be expecting more from the pathfinding than it's capable of, learning the limitations of the AI is key to getting along with companions, particularly when you're trying to get the AI to do unusual and complicated things (for example, a lot of containers are placed under the assumption no NPC will ever activate them. All it was ever designed for was, for the most part, wandering, following the player, and sitting on chairs placed specifically to be accessible.

I suppose you may not address these issues in which case I just might go bother with CM's instead...
Like I care. Please remember I made CSR for me, not as part of a popularity contest.
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Ymani Hood
 
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Post » Fri Nov 20, 2009 7:02 am

http://www.tesnexus.com/downloads/file.php?id=3066 Fixes the context order follow, adds master armourers repairing to 125%, shuffles repair/buff around to avoid incompatiblities with companions who have both repair and alteration. Adds the order key making NPCs repair you (it made testing easier :P).
Download size and install footprint is tinified as http://www.tesnexus.com/downloads/file.php?id=16622 means all the silent MP3s are no longer required.

E: Just realised it's 10 days late to be a 1-year update.
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Bellismydesi
 
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Post » Fri Nov 20, 2009 3:05 am

E: Just realised it's 10 days late to be a 1-year update.
First Anniversary:facepalm: :celebration: Bravo !
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Chrissie Pillinger
 
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Post » Fri Nov 20, 2009 8:23 am

Hah, first? More like third. But it's been over a year since the last update, so...
It's a reminder to all of you lot to start playing Fallout dammit.
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Louise Lowe
 
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Post » Thu Nov 19, 2009 9:32 pm

Hehe, thanks for the update! Though Fallout will have t wait until I get bored of Oblivion. Maybe by the time TESV is out, I'll start playing Fallout. :P
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Emily Graham
 
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Post » Fri Nov 20, 2009 3:18 am

Please remember I made CSR for me

Well then, thanks for going out of your way to update it for the public. I'll give it a try.

Hehe, thanks for the update! Though Fallout will have t wait until I get bored of Oblivion. Maybe by the time TESV is out, I'll start playing Fallout. :P

The dissappointments that Oblivion brought after playing Morrowind, I'm going to wait for Fallout 3 to drop in price before I give it my attention. Perhaps it's thanks to the modding community that I find myself still playing Oblivion. :)
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Krista Belle Davis
 
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Post » Fri Nov 20, 2009 12:12 am

I'm having a weird issue! Whenever i use "inventory share" on an NPC i get a "runtime error" which results into a CTD. I am using version 3.24. I have uses BOSS for my load order:

Masters for: quicksave.ess00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.71]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b1]06  Enhanced Daedric Invasion.esm07  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.9a7]09  Better Cities Resources.esm0A  Toaster Says Share v3.esm0B  HorseCombatMaster.esm**  TNR ALL RACES FINAL.esp0C  Unofficial Oblivion Patch.esp  [Version 3.2.0]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Better Cities .esp10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Quests-SI only.esp14  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]15  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]16  Fran Armor Add-on.esp17  Fran_Lv30Item_Maltz.esp18  ChaseCameraMod.esp19  Ageha Tortured Soul HGEC.esp1A  DLCHorseArmor.esp1B  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1C  DLCOrrery.esp1D  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1E  DLCVileLair.esp1F  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]20  DLCMehrunesRazor.esp21  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]22  DLCSpellTomes.esp23  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]24  MaleBodyReplacerV4.esp25  EVE_StockEquipmentReplacer.esp26  DLCThievesDen.esp27  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]28  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]29  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]2A  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]2B  ExnemRuneskulls.esp2C  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]2D  Slof's Oblivion Robe Trader.esp2E  Cobl Glue.esp  [Version 1.69]2F  Cobl Si.esp  [Version 1.63]30  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]31  Bob's Armory Oblivion.esp32  FCOM_BobsArmory.esp  [Version 0.9.9]33  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]34  Oblivion WarCry EV.esp35  FCOM_WarCry.esp  [Version 0.9.9]36  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]37  FCOM_Convergence.esp  [Version 0.9.9]38  FCOM_RealSwords.esp  [Version 0.9.9]39  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]3A  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]3B  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]3C  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b1]3D  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]3E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b1]3F  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]40  Mart's Monster Mod - Slof Horses Complete.esp41  TamrielTravellers4OOO.esp  [Version 1.39c]42  TamrielTravellersItemsnpc.esp  [Version 1.39c]43  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]44  TIE In.esp  [Version 1.2b]45  TIE In - ExnemRuneskulls.esp  [Version 1.2b]46  TIE In - FCOM Convergence.esp  [Version 1.2b]47  TIE In - RealSwords.esp  [Version 1.2b]48  TIE In - MMM Gems.esp  [Version 1.2b]49  TIE In - MMM Craft.esp  [Version 1.2b]4A  TIE In - DiverseGuardUnity.esp  [Version 1.2b]4B  TIE In - BobsGuardUnity.esp  [Version 1.2b]4C  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18]4D  Fransfemale.esp4E  EVE_StockEquipmentReplacer4FCOM.esp4F  EVE_StockEquipmentReplacer for OOO.esp50  EVE_StockEquipmentReplacer4MMM.esp51  Apachii_Goddess_Store.esp52  DLCFrostcrag.esp53  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]54  Knights.esp55  Knights - Unofficial Patch.esp  [Version 1.0.9]56  Kragenir's Death Quest.esp57  KDQ - Rural Line Additions.esp++  EVE_KnightsoftheNine.esp58  Mart's Monster Mod - Knights.esp  [Version 3.7b1]59  Mighty Umbra.esp++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9]5A  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]5B  Enhanced Daedric Invasion.esp5C  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]5D  xuldarkforest.esp  [Version 1.0.3]5E  xulStendarrValley.esp  [Version 1.2.1]5F  xulTheHeath.esp60  MMMMWL-TheHeath patch.esp61  XulEntiusGorge.esp62  xulFallenleafEverglade.esp  [Version 1.3.1]63  xulColovianHighlands_EV.esp64  xulChorrolHinterland.esp  [Version 1.2.2]65  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]66  xulBravilBarrowfields.esp  [Version 1.3.1]67  xulLushWoodlands.esp  [Version 1.3]68  xulAncientYews.esp  [Version 1.4.1]69  xulAncientRedwoods.esp  [Version 1.6]6A  xulCloudtopMountains.esp  [Version 1.0.1]6B  xulArriusCreek.esp  [Version 1.1.2]6C  xulPatch_AY_AC.esp  [Version 1.1]6D  xulRollingHills_EV.esp  [Version 1.3.2]6E  MMMMWL-RollingHills patch.esp6F  KragenirsDeathQuest-LostCoast patch.esp70  KragenirsDeathQuest-RollingHills patch.esp71  xulPantherRiver.esp72  xulRiverEthe.esp  [Version 1.0.1]73  xulBrenaRiverRavine.esp  [Version 1.0.2]74  xulImperialIsle.esp  [Version 1.6.2]75  xulBlackwoodForest.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]76  Birthsigns Expanded.esp  [Version 3.]77  Alternative Start by Robert Evrae.esp78  SupremeMagicka.esp  [Version 0.89]79  SM_ShiveringIsles.esp  [Version 0.86]7A  SM_DLCSpellTome.esp  [Version 0.80]7B  SM_OOO.esp  [Version 0.89]7C  SM_MMM.esp  [Version 0.89]7D  SM_COBL.esp  [Version 0.86]7E  SM_EnchantStaff.esp  [Version 0.80]7F  SM_UnlockSpells.esp  [Version 0.70]80  SM_Scrolls.esp  [Version 0.84]81  SM_SigilStone.esp  [Version 0.83]82  MidasSpells.esp83  StealthOverhaul.esp84  RenGuardOverhaul.esp85  RenGuardOverhaulShiveringIsles.esp86  Deadly Reflex 5 - Timed block and 150% damage.esp87  DeadlyReflex 5 - Combat Moves.esp88  SM_DeadlyReflex.esp  [Version 0.86]89  nGCD.esp8A  nGCD Oghma Infinium.esp8B  nGCD Skeleton Key.esp8C  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]8D  _Ren_BeautyPack_full.esp8E  Toaster Says Share Faction Recruitment.esp8F  Companion Postal Service.esp90  EVE_KhajiitFix.esp91  Better Cities Full.esp92  Better Cities - Full City Defences.esp93  BCChorrol-ChorrolHinterland fix.esp94  Better Imperial City.esp95  Better Cities - COBL.esp  [Version 0]96  Better Imperial City FPS Patch.esp97  Better Cities Full FPS Patch.esp98  Status Bars.esp  [Version 1.1]99  Bashed Patch, 0.esp

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Francesca
 
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Post » Fri Nov 20, 2009 4:21 am

Bet they've got bound items, right?
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Hot
 
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Post » Fri Nov 20, 2009 6:53 am

Nope, they are just random people walking around in the IC...
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Sara Johanna Scenariste
 
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Post » Fri Nov 20, 2009 7:19 am

Well that's odd. I've only ever seen runtime errors on trying to open inventories when there's bound equipment. What game version/obse version/are you using Elys Silent Voice/etc.?
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Maria Garcia
 
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Post » Thu Nov 19, 2009 8:47 pm

Just a question, why is the Companion Retail mod not up for public viewing?
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Cat Haines
 
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Post » Fri Nov 20, 2009 8:06 am

Well that's odd. I've only ever seen runtime errors on trying to open inventories when there's bound equipment. What game version/obse version/are you using Elys Silent Voice/etc.?
I am using:

-Shivering Isles v1.2.0416
-obse 0018 beta 3

I am not using Elys Silent Voice. I should mention that the crash doesn't happen when just opening their inventory. It only happens when i put something in their inventory and click OK. Also worth mentioning, i don't get the crash when i give them something when it still says "give them a gift" (or something like that :P). So it only happens with the inventory share option...
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Add Meeh
 
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Post » Thu Nov 19, 2009 11:03 pm

Just a question, why is the Companion Retail mod not up for public viewing?
Nexus lost it in one of the server moves and it's not really worth reuploading now I'm making proper use of the code it was intended to showcase in NPC Purchasing Power.

KingMiniMoni: So, the crash must be down to something they're wearing I guess. When you use Inventory Share their gear is removed to a separate box, and it's this act that must be causing the crash. Try calling "RemoveAllItems" on them in the console, then see if it works? If that works, then use "GetNumItems" and see what's listed- if there's anything out of the ordinary (i.e. not clothes, gold, food etc.) try using RemoveItem with the odd thing's ID and see if that causes a crash, and if not then inventory share.
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jadie kell
 
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Post » Fri Nov 20, 2009 2:29 am

Adds the order key making NPCs repair you (it made testing easier :P).

Do you mean that you've binded a seperate, second key just for repairing commands? If so which key is it?

Well I've tried CSR 3.24 with OBSE v18beta4 and disabled all ESP files except for Oblivion.esm and Toaster Says Share v3.esm and the most recent patch (1.2.0416).
-sneak attack context commands still don't work, the NPC will unsheath and resheath their weapon right away without ever getting around to attacking the enemy
-repair context command works but as soon as the npc starts repairing my gear, my game freezes and it doesn't matter what I have in my inventory, it freezes everytime.
-a cap on disposition (100) gets implemented as soon as I recruit an npc, why?

I'm curious if these things work in your version of CSR that you use yourself?
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Jonathan Egan
 
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Post » Fri Nov 20, 2009 9:32 am

No separate key. On testing, the CTD happens when you have no weapon equipped, because apparently using unarmed apparently puts a junk object into the shield slot that causes crashes if you try to use it (my checks for if anything was in the weapon slot didn't catch that as the shield slot comes before the weapon slot).

I've done more testing on sneak attacks and it appears that since I wrote that feature (literally years ago), a patch has done something to the combat behaviour that has totally broken the feature. From a script perspective, the code is running perfectly and a combat is declared, but the engine is losing the supplied target. I'll just cut it from the feature list. Sneak attack worked during development, and whilst I was playing: http://www.youtube.com/watch?v=zE1Hxn3pyII

There is no disposition cap applied- disposition is only ever displayed ingame or returned via functions as 0-100, despite it being more detailed behind the scenes.

These things work in my version of CSR, or at least did when I was using them, for the things I was using them for. Never playing an unarmed character, and not having had sneaky companions for ages these issues haven't cropped up (and apparently no-one else over the past 2 years has used unarmed characters with armourers, or tried using NPCs to sneak attack). You seem to have a knack for doing the least likely things. Anyway, some last tests tomorrow, cutting out the dead wood that is the sneakattack code, then another update and hopefully that'll be the last of this bloody thing.
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Kevin S
 
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Post » Fri Nov 20, 2009 3:00 am

No separate key. On testing, the CTD happens when you have no weapon equipped, because apparently using unarmed apparently puts a junk object into the shield slot that causes crashes if you try to use it (my checks for if anything was in the weapon slot didn't catch that as the shield slot comes before the weapon slot).

Come to think of it, that makes sense since I noticed that when I tell my npc to repair their gear, they only repair what they have equipped and not their entire inventory. Thanks for the info and work around (equip something and then repair). I usually have my most used weapons hot-keyed and I unequip them when going for a long run. Appearantly, equiping a weapon slows down your speed ever so slightly (Bethesda feature).

I've done more testing on sneak attacks and it appears that since I wrote that feature (literally years ago), a patch has done something to the combat behaviour that has totally broken the feature. From a script perspective, the code is running perfectly and a combat is declared, but the engine is losing the supplied target. I'll just cut it from the feature list. Sneak attack worked during development, and whilst I was playing: http://www.youtube.com/watch?v=zE1Hxn3pyII

These things work in my version of CSR, or at least did when I was using them, for the things I was using them for. Never playing an unarmed character, and not having had sneaky companions for ages these issues haven't cropped up (and apparently no-one else over the past 2 years has used unarmed characters with armourers, or tried using NPCs to sneak attack). You seem to have a knack for doing the least likely things. Anyway, some last tests tomorrow, cutting out the dead wood that is the sneakattack code, then another update and hopefully that'll be the last of this bloody thing.

Cool, thanks for the info. :)
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Brad Johnson
 
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Post » Fri Nov 20, 2009 7:22 am

adds master armourers repairing to 125%, shuffles repair/buff around to avoid incompatiblities with companions who have both repair and alteration.

I'm still finding that my npc still repairs before buffing and therefore never gets around to buffing when using the context command key. I've noticed with buffing that the npc only buffs once until the spell has worn off. Maybe switch around repairing/ buffing so that buffing comes first and then repairing?
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Love iz not
 
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Joined: Sat Aug 25, 2007 8:55 pm

Post » Fri Nov 20, 2009 5:27 am

I did switch repair and buff so buffing was first in the script, but it's still the case that a repair and a buff call will both be issued. Since finding people to perform the repair/buff are handled by spells, and both searching spells are cast in the same frame, I assume that the editor ID rather than position in the script is being used to determine the order they're applied in and the repairing spell is processed first. Sorry, but it looks like this isn't going to work unless you switch to a slightly more sensible companion setup and don't have one 'everything and the kitchen sink' NPC trying to do the work of a party of three.

Anyway, 3.25's up. Sneakattack removed, unarmed repair fixed.
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Sophie Miller
 
Posts: 3300
Joined: Sun Jun 18, 2006 12:35 am

Post » Fri Nov 20, 2009 5:05 am

You seem to have a knack for doing the least likely things.

Or maybe a knack for playtesting for bugs? No commands what so ever work in or underwater. :P

Anyway, unarmed repair still freezes on my game and I am using CSR 3.25.
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Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Fri Nov 20, 2009 5:43 am

Or maybe a knack for playtesting for bugs? No commands what so ever work in or underwater. :P

Anyway, unarmed repair still freezes on my game and I am using CSR 3.25.
I'd have been grateful for your bugfinding two years ago, when I didn't have Nx10^10000 projects half-finished that it takes time from :/.
Commands not working underwater is to be expected, no spells work underwater so no commands work underwater.
Anyway, figured out what the actual problem was, there were two separate bits of slot looping code and I was only patching one. 3.26 finished. Also, just passed 150k downloads on CSR, so woo.
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Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Thu Nov 19, 2009 10:29 pm

Wow, you are one dedicated modder *kudos*. My last rant was more just poking fun. I wasn't actually expecting CSR to go much farther. Commands underwater are not necesary and I know what causes the bug and I know how to work around it. I figure it's such a minor nuisance, you don't really need to update, but if so, thanks. I suppose I would be more useful in the Fallout 3 forums, but as I've stated before, I'm waiting for the price on it to drop. By then, though, I figure the community will probably be done with it anyway.

Edit: I know targeted spells don't work underwater but I think touch ones do. Doesn't really matter.
Edit2: the bug that I was refferring to tha I know how to work around it, I meant the unarmed repair bug.
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Clea Jamerson
 
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Joined: Tue Jun 20, 2006 3:23 pm

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