[RELZ] Companion Vilja - release thread 2

Post » Sat Feb 19, 2011 2:01 am

It is I having the problem, if anyone can see any potential problems with the following, would very much appreciate the advice....

Wrye bash 279 (with Bosh.py fix)
OBSE 0018b6
Pluggy v125b
- FastExit2
- Elys Universal Silent Voice v93
- Oblivion Stutter Remover 4.1 (Default ini settings)
Streamline 3dot1 (plus patch)
- Complimenting OSR, and In Accordance with TomLongs guide http://sites.google.com/site/oblivionpoinfo/ini/streamline
- Have set both UGrids to 5, SL min fog 10000 sl max fog 36000

Install order has very few conflicts within BAIN reports, but they are all texture/mesh related to UOP patches replacing originals, RAEVWD patched with the extra QTP3 redimized, similar with SI, Brumbecks conflicts with AWLS

Load order IAW latest BOSS masterlist (with the exception of 22. TGND Warrior skin, manually positioned - Not included in the masterlist yet)

Active Mod Files:00  Oblivion.esm01  Cobl Main.esm  [Version 1.72]02  AGC-TARDISmstr.esm03  Unofficial Oblivion Patch.esp  [Version 3.2.5]04  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]05  Oblivion Citadel Door Fix.esp06  DLCShiveringIsles.esp07  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp08  Enhanced Water v2.0 ND.esp++  ln.esp09  Quiet Feet Complete.esp0A  WindowLightingSystem.esp0B  AliveWaters.esp0C  AliveWaters - Koi Addon.esp0D  AliveWaters - Slaughterfish Addon.esp0E  ImprovedSigns.esp0F  RAEVWD Cities.esp  [Version 1.7]10  RAEVWD New Sheoth.esp  [Version 1.5]11  RAEVWD Imperial City.esp  [Version 1.7]12  Slof's Oblivion Pillow Book.esp**  VAs Better Gold with no Menu Icon.esp13  Duke Patricks - Friendship Ring For Companion Detection.esp14  DLCHorseArmor.esp**  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]15  DLCOrrery.esp**  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]**  DLCOrrery Vwalk.esp16  DLCVileLair.esp17  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]18  DLCMehrunesRazor.esp19  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]**  DLCMehrunesRazor Vwalk UOP.esp1A  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp++  Blade Of Woe Replacer.esp1B  Crystal Weapons and Armor.esp1C  Sister_of_Eisen_HGEC.esp1D  Underworld Armor.esp1E  HGEC Glass Replacement.esp**  TGND.esp**  TGND_SI.esp1F  TGND Accompt of the Delitescent.esp20  TGND - Kogane's Ranger Armor.esp21  TGND - Sinblood's Fantasy Mage.esp22  TGND Warrior Skin.esp23  R18PN - Lingeries.esp24  Slof's Horses Base.esp25  Slof's Extra Horses.esp26  DLCThievesDen.esp27  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]**  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]**  DLCThievesDen Vwalk UOP.esp28  Cobl Glue.esp  [Version 1.72]29  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]2A  AGC-TARDISinside.esp2B  AleswellHomeQuest.esp2C  AbandonedHouse.esp2D  Hentai Mania.esp**  Hentai Mania Vwalk.esp2E  MountainTower.esp  [Version 6.0]2F  The Ayleid Steps.esp  [Version 3.3]**  The Ayleid Steps Vwalk.esp30  Tona's_ModsStore.esp31  Apachii_Goddess_Store.esp32  Apachii_Heroes_Store.esp33  DLCBattlehornCastle.esp34  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]35  DLCFrostcrag.esp**  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]**  DLCFrostcrag Vwalk.esp36  Knights.esp37  Knights - Unofficial Patch.esp  [Version 1.0.9]**  Knights Vwalk UOP.esp38  HoarfrostCastle.esp39  Feldscar.esp  [Version 1.0.1]**  Feldscar Vwalk.esp3A  Faregyl.esp  [Version 1.0.10]**  Faregyl Vwalk.esp3B  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.0]3C  Oblivifall - Something's Not Right.esp  [Version 1.0]++  Short Grass V3.esp3D  Slof's Epona.esp3E  RenGuardOverhaul.esp3F  RenGuardOverhaulShiveringIsles.esp40  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp41  Duke Patricks - Actors Can Miss Now.esp42  Corean_hair_for_Original_race.esp43  1em_Vilja.esp**  1em_Vilja Vwalk.esp44  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]++  Cobl Races - Balanced.esp  [Version 1.52]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]45  Bashed Patch, 0.esp46  Duke Patricks - Combat Archery.esp  [Version 1.9.1]47  Streamline 3.1.esp


Not very complicated compared with the usual OOO/FCOM/MMM spawned load lists from hell. Its a family friendly setup (ie, less to remember when someone wants something plugged in)

Edit: Forgot OBMM, but only using that for installing Sensual walks, and DarkUIDarN - Everything else installed with BAIN. Not using any BSA tricks (recently had a problem with missing textures due to using redirection in the past, so the above is a completely clean install within the last week, however we have had the Vilja summoning problem before that)

And the problem is occuring on two different machines, Laptop and desktop.

Problem = CTD instantly after Summon Vilja, very rare we get CTDs' these days, Summoning vilja asside I think its about 4-5 months since having any other CTDs'.
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NEGRO
 
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Post » Sat Feb 19, 2011 4:01 am

Tried a complete clean re-install again today, from the GOTY Kotn SI all Official mods, then re-downloaded fresh rars/7zips of all mods, checked all settings with OBMM (as mentioned just using that for DarkUIDarn and sensual walks, no BSA redirection or alteration), install DarkUIDarn, installed all fresh (and re-BAINed) rars/7zips, then back to OBMM for sensual walks, BOSS load order, rebuild bashed patch, TES4LodGen....

Game performing brilliantly apart from the one problem, summon Vilja still makes the game go poof :brokencomputer:

Edit: Are there any logs anywhere which would give a clue here?

Edit2: Tried it without Vilja sensual walk too, thats not part of the problem, CTDs without or with.

Edit3: The above CTDs occur also after a fresh start of the game, new Player Character. No old save game problems here.
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Leticia Hernandez
 
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Post » Sat Feb 19, 2011 9:22 am

alt3rn1ty, I know you have been using Vilja ever since the mod was released back in end of december. I don't think you had any problems earlier on. Do you know when it started and what mods you had been adding then? Are you running exactly the same mods on both the computers?

Also, what happens if you try a new game (sigh, I know... long prison dungeon :() where Vilja is the only mod? Will summoning her still crash the game?

I think I have a save that is mod-free and with a char standing at the end of the prison, I'd be happy to send you that one, should you want to test.

I haven't heard of anyone reporting a problem like this, BUT I do know of one person who has had problem when Vilja is summoning her horse. I could ask him to take a look at your modlist.
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Laura
 
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Post » Sat Feb 19, 2011 1:23 pm

Emma, I've suddenly started having an "eyes" problem with Vilja. I'm not sure why, though I did ESMify (briefly but repeatedly) the Race Balancing Project over the last few days to acquire its range of hair styles and eyes for a mannequin mod I'm working on. But only the mannequin mod has the RBP main ESP as its parent. I haven't touched the Vilja EPS, and when I look in the CS, I have just a few eye choices, all of them odd:

ViljaNew10 and ViljaNew11, both hollow black sockets.
Eye Brown, Default, and Green: one eye, with a white film covering the other one.

This does not appear to affect any of my other companions.

Any idea what's going on, and how I might correct this? I already tried ESMifying RBP to use on Vilja, but it didn't work. No more eye options appeared.

EDIT: Issue solved. Earlier today I disabled a very elaborate quest mod in OBMM. It seems to have behaved in an unfriendly fashion, removing a number of textures. This is the second mod I've had to reload textures and meshes for to get back to working properly.

Apologies for the post. ;)
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Wayne Cole
 
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Post » Sat Feb 19, 2011 3:03 am

Emma, I've suddenly started having an "eyes" problem with Vilja. I'm not sure why, though I did ESMify (briefly but repeatedly) the Race Balancing Project over the last few days to acquire its range of hair styles and eyes for a mannequin mod I'm working on. But only the mannequin mod has the RBP main ESP as its parent. I haven't touched the Vilja EPS, and when I look in the CS, I have just a few eye choices, all of them odd:

ViljaNew10 and ViljaNew11, both hollow black sockets.
Eye Brown, Default, and Green: one eye, with a white film covering the other one.

This does not appear to affect any of my other companions.

Any idea what's going on, and how I might correct this? I already tried ESMifying RBP to use on Vilja, but it didn't work. No more eye options appeared.

EDIT: Issue solved. Earlier today I disabled a very elaborate quest mod in OBMM. It seems to have behaved in an unfriendly fashion, removing a number of textures. This is the second mod I've had to reload textures and meshes for to get back to working properly.

Apologies for the post. ;)


Glad you got it sorted! :)

You are not having any problems with CTDs when summoning, do you?
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Pawel Platek
 
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Post » Sat Feb 19, 2011 7:00 am

Glad you got it sorted! :)

You are not having any problems with CTDs when summoning, do you?


Not once. I've summoned Vilja in towns, in stores, in the wilderness, in caves, and in the house mod I use. I have yet to summon her into an Oblivion gate area.
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Catherine Harte
 
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Post » Sat Feb 19, 2011 12:13 pm

double post.
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CHangohh BOyy
 
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Post » Fri Feb 18, 2011 9:22 pm

Not once. I've summoned Vilja in towns, in stores, in the wilderness, in caves, and in the house mod I use. I have yet to summon her into an Oblivion gate area.



Oh yes! Oblivion planes and companions!

I'm not sure how much common knowledge http://forums.elricm.com/emma/viewtopic.php?t=5268 is. For me it was helpful to at learn more about the problems with companions re-setting after being in an Oblivion plane. Now I can avoid the problems by sending Vilja away before I leave the Oblivion plane myself.
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Christine
 
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Post » Fri Feb 18, 2011 11:24 pm

Oh yes! Oblivion planes and companions!

I'm not sure how much common knowledge http://forums.elricm.com/emma/viewtopic.php?t=5268 is. For me it was helpful to at learn more about the problems with companions re-setting after being in an Oblivion plane. Now I can avoid the problems by sending Vilja away before I leave the Oblivion plane myself.


That's what SultericDrums recommends for his companion mods: send them home before you leave. I suppose I shall have to write it in giant letters and peg it to the top of the screen to remember it in all the excitement of the moment, you know.

Though you know, it might be amusing if you can tag a comment of Vilja's to start on this very subject once you and she enter a gate.
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Tai Scott
 
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Post » Sat Feb 19, 2011 1:38 pm

alt3rn1ty, I know you have been using Vilja ever since the mod was released back in end of december. I don't think you had any problems earlier on. Do you know when it started and what mods you had been adding then? Are you running exactly the same mods on both the computers?

Also, what happens if you try a new game (sigh, I know... long prison dungeon :() where Vilja is the only mod? Will summoning her still crash the game?

I think I have a save that is mod-free and with a char standing at the end of the prison, I'd be happy to send you that one, should you want to test.

I haven't heard of anyone reporting a problem like this, BUT I do know of one person who has had problem when Vilja is summoning her horse. I could ask him to take a look at your modlist.


Hi Emma, I dont think there is anything wrong with Vilja (even though everything looks to me like its pointing there at the moment), there are only two things that are new, the on-going development of The Girl Next Door, which is mostly textures/meshes but a couple of them are reliant on older armour placers with a bit of scripting going on... possible.

Secondly my conversion to using BAIN for installations - But that seems very clean cut and logical (and has certainly resolved a couple of odd texture problems incurred by BSA tricks taken on advice within readme's for a couple of mods), seeing so many mods with so little conflicts which are only concerning texture/mesh overwrites is a superb confidence builder and educational, (bugs have been introduced with newer versions since Wrye left the scene but a lot of work by Pacificmorrowind and other supporting programmers have resolved many issues we were previously not aware of. Pacificmorrowind admits himself that there are aspects to Wrye Bash he is still getting to grips with which along the way other people are helping with, for instance Waruddar has gone through aspects of Wrye bash such as Bosh.py ammendments recently (in fact within the last two days, in addition to the small amend last week, which I found affect version 279 of Wrye bash (currently using that as it seems the most reliable/stable with ammendments applied, really looking forward to version 281 at the moment, AND a clear indication which Python setup to use (I am still using the Wrye Python 01 installer available on TesNexus because the newer version noted in one of the gamesas relz had bugs last time I tried it, further info has not been forthcoming as far as I have seen)).... Anyway turning into an epic, what should be installed is hard to follow right now because its all a bit scattered with gems of info popping up occasionally, from sources only people in the know seem to get;-

OBSE 0018beta6 has been stable for quite a while, and the pluggy version I have installed (there is a newer development version, but I am resisting temptation to use it at the moment) has been trouble free for quite a while.
The one thing that I thought was a strong possibility was the old Duke Patrick 'Magic you can believe in' (Remember the strange effect when entering a new location in sneak mode I was talking about), the crash occurs after summon Vilja, your PC hand raises to cast the spell, then I get those faint upward spiral dark lines which normally indicate the summon spell resolving, its at exactly that point when the CTD occurs - I thought probably a save leftover from that mod... but removal and clean install of current in use mods plus a new game has cleared that idea.

Going to try the long winded approach, re-install from scratch with just Vilja (along the way will try both Essential and Non-Essential versions, using the latter at the moment), then slowly one by one introduce each plugin/mod and eventually resolve what is causing the problem. May take a few days maybe a week testing. Its not a game breaker anyway, just annoying me because I cant figure the exact cause.

Of course sods law says it wont happen this time, and a logical en-mass installation of everything might be at the root of the problem... Please dont overly concern yourself with this though, more than likely its a combination of things I am doing/setting up, and considering you have had no such reports before, I can imagine the general consensus will be gleefully pointing the finger at me and thinking "Numpty" ( If you are not familiar with that name its like the equivalent of village idiot :laugh: )

Will get back to you when I know what it is.
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Jordan Fletcher
 
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Post » Sat Feb 19, 2011 10:23 am

Alt3rn1ty, Are you using any other companion mods with companion summoning? If so, are they set up in a similar way to Vilja?
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Katie Pollard
 
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Post » Sat Feb 19, 2011 1:39 am

Alt3rn1ty, Are you using any other companion mods with companion summoning? If so, are they set up in a similar way to Vilja?


None, I am following the development of the ExtremeCompanionControl but have not installed it. No CM partners, or any other.
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Tyrone Haywood
 
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Post » Sat Feb 19, 2011 7:43 am

Just to keep you posted, having some success here. I have summon Vilja working without fail again, just slowly re-introducing mods until I hit the problem child. When I find the guilty party will disable it then continue with the rest (just to make sure it is only one mod and not a combination), then will re-download the original of the guilty mod/s, and check it is not something I have done making it into a BAIN friendly installer archive... fingers crossed.

Edit: I am doing all the necessary rebuilds of the bashed patch for each re-introduction also. Started with a fresh one from the Wrye Bash install extras. And using the modchecker tool to ensure I dont skip any tags.

Funniest thing about this process is I find myself thinking 'please dont let it be this one'. Vilja is getting bored too, with each reload, send her scouting for ingredients, fast travel to IC, then summon Vilja - Each time she says 'I'm tired of this place, lets go somewhere else' (More dialogue spooky moments seemingly in tune with current events) :)
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Alexis Estrada
 
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Post » Sat Feb 19, 2011 7:15 am

:lmao: Found it!.

Although I am afraid its a 'my bad' ... please dont shoot me :bolt:

Duke Patricks - Actors Can Miss Now
http://www.tesnexus.com/downloads/file.php?id=17706

This replaces the OLDER mod "Duke Patricks NPC MAGIC and Arrows Can Miss Now"
DO NOT LOAD BOTH THIS MOD WITH THE OLDER MOD! - Check
Only use the Actors Can Miss Now mod.

If you had any rev of Duke Patricks NPC MAGIC and Arrows Can Miss Now installed before then you MUST
DO A CLEAN INSTALL of this mod! - Che.... er, maybe I didnt O_o

There is a player adjustment that can be set to your level of NPC fumbling their arrow shots taste.
Player adjustment is set in the console by typing
Set DPMissMod to ??
?? is a number from -100 to 100
LARGER positive DPMissMod numbers like 50 mean the NPC will miss a great deal of the time.
Default is 0
But keep in mind that there are other factors involved in the NPC missing a shot not just the player adjustment shown above such as range, the NPC marksmanship, agility, Luck and both their movement and their targets movement! So if you keep moving around the NPC will have a much hard time to hit you!

REQUIREMENTS
------------------------
OBSE 18 or better needed. - Check

Companions may conflict with this mod.
Use Duke Patricks - Friendship Ring For Companion Detection if you have companions: http://www.tesnexus.com/downloads/file.php?id=21594 - Check

I also strongly suggest you also use my Duke Patrick’s Near Miss Arrow Shot Alerts The Targets mod. - Check

Load order should be of no importance on this mod, and you will NOT need a script silencer either for this mod!
This is in no small part thanks to the new OBSE!


Narrowed it down to the above mod, remembered the procedure for a few of Duke Patricks mods requires a clean save procedure ( which I usually adhere to :banghead: ), checked the requirements, did a before and after install test.. same problem, did another before install and clean save, then re-enabled the above mod.... No more problems with Vilja summoning.

Going to give Duke a heads up to add this to the known issues.

EDIT: Confirmed Numpty :blush:
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Lavender Brown
 
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Post » Sat Feb 19, 2011 3:52 am

Good that you found the problem!

And now I feel a little silly. Cause it was an earlier version of exactly the same mod that triggered the problems for the guy who couldn't have Vilja summoning her horse without crashes!
Glad you could sort it out anyways! :)
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Carlitos Avila
 
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Post » Sat Feb 19, 2011 9:35 am

Skeleton (aka Xtudo at TES Nexus) has been so kind and made special noise reduction files for Vilja. So anyone that might experience background sounds when she is talking can go and grab the optional sound set http://www.tesnexus.com/downloads/file.php?id=28977.
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Rebekah Rebekah Nicole
 
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Post » Sat Feb 19, 2011 11:21 am

Hi Emma

I had to stop here und say how much I love your companion mod. Vilja is just lovely. Her taste sometimes may be a little strange - Oblivion ist "so beautiful" to her - but most of the time her comments are most amusing. Once I I almost fell from my chair laughing when she told me her opion about buying a haunted house. :laugh:

If I can make a little request: maybe Vilja could stop talking an historical moments in game. Martin was saluted by all the Blades at Cloud Ruler Temple and she didn`t stop chating even then. I guess I should have told her so, but it seems so rude to me. :(
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Rude Gurl
 
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Post » Sat Feb 19, 2011 4:30 am

Hi Emma

I had to stop here und say how much I love your companion mod. Vilja is just lovely.


Aww... thank you :)

Her taste sometimes may be a little strange - Oblivion ist "so beautiful" to her - but most of the time her comments are most amusing. Once I I almost fell from my chair laughing when she told me her opion about buying a haunted house. :laugh:

If I can make a little request: maybe Vilja could stop talking an historical moments in game. Martin was saluted by all the Blades at Cloud Ruler Temple and she didn`t stop chating even then. I guess I should have told her so, but it seems so rude to me. :(


I *am* working on an update. And one of the differences is that in the upcoming version she *will* keep quiet during improtant situations like this.
There will of course be a number of other vital changes, too - CdCooley, wellknown for his work in the MW-community, has taken an interest in Vilja and has done some scripting-voodoo that I had dreamt of but never thought would be possible.
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Danial Zachery
 
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Post » Sat Feb 19, 2011 9:20 am

I *am* working on an update. And one of the differences is that in the upcoming version she *will* keep quiet during improtant situations like this.
There will of course be a number of other vital changes, too - CdCooley, wellknown for his work in the MW-community, has taken an interest in Vilja and has done some scripting-voodoo that I had dreamt of but never thought would be possible.

This sounds so exciting. :twirl:
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Cat Haines
 
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Post » Sat Feb 19, 2011 4:30 am

Somehow I managed to make her ghost-talkative even with the essential version, but I am not quite sure about the root cause. After one of the last battles she suffered from permanent unconsciousness, she laid on the ground all the time, talked as usual and casted some restoration spells without much help - she was in a coma.

After that, I dived for a longer time and she teleported with me (still in a coma). Now, essential NPCs can die from drowning and I think this is what happened to her because now she is "ghost-talking".

I am using the very first 1.0 version because I think the fix about ghost-talking was for the non-essential version only, right?

EDIT: Very happy to see scripting-voodooist CDCooley is back on track here, really. :laugh:
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Krystal Wilson
 
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Post » Sat Feb 19, 2011 10:18 am

Somehow I managed to make her ghost-talkative even with the essential version, but I am not quite sure about the root cause. After one of the last battles she suffered from permanent unconsciousness, she laid on the ground all the time, talked as usual and casted some restoration spells without much help - she was in a coma.

After that, I dived for a longer time and she teleported with me (still in a coma). Now, essential NPCs can die from drowning and I think this is what happened to her because now she is "ghost-talking".

I am using the very first 1.0 version because I think the fix about ghost-talking was for the non-essential version only, right?

EDIT: Very happy to see scripting-voodooist CDCooley is back on track here, really. :laugh:



Oh dear, poor Vilja! :facepalm:

Yes, if you are using the current *essential* version and you somehow manage to kill her, she *will* ghost-talk. I only fixed the version where she was killable, as she in the essential version is supposed to be, well... immortal :wink_smile: T Ididn't think of that anyone would drown her... But I have had two other similar reports, when she falls into lava during a fight, she will go between consciousness and unconsciousness until the fight ends, and during her brief moments of consciousness, she has indeed been chatting ("This is sooo beautiful" *faint* "Last year I tried to dye my hair chestnutbrown" *faint* etc etc, silly girl).

But, with the new version, this problem should be 100 % cured.

Try and leave her behind for +72 game hours, it seems to cure most problems, not sure what happens with drowned essential npcs, though!

EDIT: Very happy to see scripting-voodooist CDCooley is back on track here, really.


And so am I, very much! I'm so glad that Vilja charmed him into this :). And I believe the new version, when it's finished, will contain some very nice surprises when it comes to the functionality B)
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m Gardner
 
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Post » Sat Feb 19, 2011 5:24 am

Oh dear, poor Vilja! :facepalm:

I promise to be more careful next time. :angel: I have not started any quests with her yet, so I am going to make a clean save with the upcoming version. Looking forward to it!
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Eduardo Rosas
 
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Post » Sat Feb 19, 2011 10:06 am

I promise to be more careful next time. :angel: I have not started any quests with her yet, so I am going to make a clean save with the upcoming version. Looking forward to it!



But that version isn't ready yet!
Oh dear... I have been trying to keep quiet about the new version because I wouldn't want people to hesitate to use the current one while waiting for a never one... (although it IS hard to keep quiet at this point, because I am rather excited over the changes)
And, being a full time working mom, I never know in advance how much time I will have for modding. I'd say the new version is at least a month away, maybe even two months away. So there's plenty of time for you to play with this version first. The new questline I'm working on will only take place after the original questline is completed, so that shouldn't be a problem.

And, besides, if you have her in your game, I suggest that you don't refrain from doing things she asks you to for too long, as *not* helping her will over time reduce her disposition towards you.
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Michael Korkia
 
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Post » Sat Feb 19, 2011 3:03 am

Just cleared my first dungeon with Vilja and I love her! I love how she's got so much to say. One of my gripes with other companion mods it that they either can't take to other NPCs because theres no dialogue, or they can but its just more generic NPC pvssyr (stop taking about mudcrabs already!!) ;)

One little thing I have noticed is that sometimes when combat starts she uses generic Nord sounds, although thinking about it there probable a good reason :)

I also switched to using skeleton/Xutdo's sound files. I think that, if like me, you play with no music through headphones the background noise becomes noticable.

Grreat stuff :tops:
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Amy Melissa
 
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Post » Sat Feb 19, 2011 4:34 am

Just cleared my first dungeon with Vilja and I love her! I love how she's got so much to say. One of my gripes with other companion mods it that they either can't take to other NPCs because theres no dialogue, or they can but its just more generic NPC pvssyr (stop taking about mudcrabs already!!) ;)


Good to hear! :) Then I believe you won't mind that the next version will include like twice as much pvssyr and lots of quest-related commenta (i.e. comments that takes place when something happens - she will 'know' what is going on). Also lots of new dialog for interaction with other npcs, other companions in particular. She will 'know' which ones are around and interact with them as individuals.

One little thing I have noticed is that sometimes when combat starts she uses generic Nord sounds, although thinking about it there probable a good reason :)


Hehe, a VERY good reason! I tried to record powerful battle-cries, but... well, my family was rolling on the floor laughing when they listened to it. :rolleyes: I just do not sound dangerous enough! So, I had to settle for using generic Nord sounds instead, but I picked 'sounds' rather than dialog entries, "rooaaaarrrr" rather than "I'm gonna kill you!"

I also switched to using skeleton/Xutdo's sound files. I think that, if like me, you play with no music through headphones the background noise becomes noticable.


I'm so glad that he took the time to do this, using programs I haven't access to. He says he will do the same with all the new voicefiles in ver 2 as well! But I reckon it will take him some time, so I hope the background noise isn't too bad irritating. (In my computer, I don't hear any background noise, but I guess it depends on soundcard plus the fact that I do have music on)
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Sheeva
 
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