[RELZ] Companion Vilja - release thread 2

Post » Sat Feb 19, 2011 2:44 am

As the previous release-thread has reached 200 posts, I'm starting a second one...
The old thread is located http://www.gamesas.com/bgsforums/index.php?showtopic=1064557


COMPANION VILJA - ver 1.0


http://lovkullen.net/Emma/index.htm



Vilja in swedish means willpower, guts, determination. And that is something Vilja has got lots of!

When her sister was put in prison on bread and water for selling beauty creme with unexpected effects to the Vvardenfell nobility, Vilja instantly decided to help her. But things hasn't turned out the way Vilja expected... She is now waiting for a friend of her sister in The Bloated Float at the Waterfront in the imperial city. But, the days are passing, and the friend hasn't shown up. Meanwhile, her sister is suffering in prison.

Will you help Vilja? Will you let her come along with you in her search for ingredients for an antidote potion that might make it possible for her sister to help those unfortunate that used the beauty creme?

Vilja is a young nord girl, born in Solstheim and living in Cyrodiil since... well, that she will explain to you, herself, when she knows you better!

She isn't the best fighter in the world (why would she then need your help?), nor the best marksman, and when it comes to spells, she has only learnt waterwalking, teleporting and some healing ones.

But she will certainly change your lonely life in Cyrodiil, as she is talkative, curious and very unpredictable.

Background

Although I have made several companion mods for Morrowind, Vilja is my first companion mod for Oblivion. When I had played through the game for the second time this spring, I started to feel lonely and looked around for companions similar to my Morrowind ones. After a lot of research, I found my favorite - Companion Neeshka by Rsdnt_Evle, an absolutely lovely Dunmer lady who I recommend every companion user to use in their game. After using her for a while, I got so intrigued that I couldn't resist starting out on my own companion. At first she was just a clone of Neeshka (which is why also Vilja will be found in the Bloated Float in Waterfront) but as time passed, Vilja took her own path and Neeshka would today probably disagreeingly shake her head if I insisted that Vilja was a 'distant relative' of hers...

Vilja is in many ways similar to my Morrowind companions - she has her own story, her own personality, her own mission, and lots and lots of dialog (68 meg, 1500 voiced and lipsynced dialog lines).

What to expect

- There is a quest-line connected to Vilja which will keep you busy for a number of hours; you will have to fight, convince, guess and maybe do some less honorable things in order to help her. However, don't expect a long, involved storyline with new landmasses! Instead, it's a relatively short, simple story that is mostly there to give you a background and a reason why Vilja will want to team up with you and be your side-kick. Those of you who have played my Morrowind companion mods (Laura, Constance, Witchgirl et al) will know what I mean.

- Vilja has her own life story, her own goals, her own wishes and needs. If you talk to her, you will learn more and more about her over time. Treat her well and your friendship will grow stronger and stronger.

- Vilja's level is set to 3 levels below yours. This means that if you start out with her when you are at level 1, it will take a while before she reaches higher levels (should happen when you are level 4).

- You will get a Vilja SUMMON SPELL that will bring her to you, should she ever vanish. Note that she will be in wander-mode when arriving!

- There are two esp-files in the package. In one of them, Vilja is 'essential', i.e. she will not die. In the other one she is not essential and you will have to protect her quite a lot as Oblivion enemies tend to prefer to attack companions and horses rather than the player!

- Vilja has her own horse, and when you mount your horse, she will summon hers and go riding with you.

- She is very talkative, but you can tell her to shut up if you don't want to listen to her.

- You can't bribe her or play the speechcraft game with her. But you will find other ways to improve her disposition towards you. (Do you like strawberries? Well, hope you are not too fond of them, as Vilja will want them all).

- You can tell her to eat, drink, take a nap, go home, meet you in various cities. She will recognize your home as her home as well, once you have told her that this is where you will live.

- When she is in wander mode, she has her own daily routines, and unless you tell her to stop, she will continue small-talking to you.

- She can make some simple potions for you if you give her an ingredient. She can collect ingredients for you. She can later on heal you if you ask her to. When you are at home, she might surprise you with one of her pies. You can send her to do some shopping for you, but it's quite hazardous as she might not have the same idea as you on what is a bargain. If you run out of lockpicks, you can buy some from her, and she can help you with a hammer if necessary. Oh, she can lit a torch, too.

- She can be ordered to fight aggressive, defensive or not at all. If she is not supposed to fight at all, she will only fight back if she is attacked and you - the player - draw your weapon. As long as you remain passive, she will just heal herself, silly girl!

- On top of that, she offers heaps of advice and suggestions on what to do - but her ideas might not always match yours.

- She is not a romance companion, but she does offer affection, loyalty and friendship.

- When left in wander-mode together with other npcs and companions (for instance CM Partners), she will small-talk with them as well, sometimes using standard topics, sometimes bringing up her own topics (note that some companions, in particular those with unique voices, don't have any conversations and therefore Vilja cannot chat with them)

- As I have voice-acted Vilja, myself (where else would I find a lunatic that would voice-record and lip-sync 1500 voice-entries?), she is speaking english with a strong scandinavian accent (I'm from Sweden) and she is probably making quite a few mistakes, especially when it comes to pronouncation. Please let me know of unacceptable mistakes that should be attended to in later versions (her english won't be flawless no matter what, as my english isn't flawless).

Known issues

- Vilja is very talkative and will chat with you whereever you go. However, the lipsync in Oblivion only works when you are facing the talking npc. This means that sometimes, her lip-movement will appear once you turn around and look at her, i.e. she will then appear to be talking but you won't be able to hear anything.

- Vilja can fight both melee and ranged, but like every companion in Oblivion, she sometimes "forgets" to load her bow with arrows! (If you are already using companions in Oblivion, you are probably familiar with this problem). I haven't found any way to 'fix' this, but she will start using arrows again after you have switched cells.

- Like any other companion, Vilja will only sleep in beds that have no owner assiged to them, and she might not sit in chairs that aren't marked as "persistant". If you tell her to take a nap and she refuses, it's not her fault - there simply isn't a suitable bed at the location. She will then revert to her daily schedule and do what she would normally have done at that hour of the day.

- Some modder-made houses are companion-friendly, others aren't. If there are no pathgrids, no persistant chairs and no beds without ownership, companions won't behave very well. Thank you Korana for explaining all the important things regarding this, and for always making your houses companion-friendly!

- I have seen that at rare occasions,in particular when fast-travelling, she might remove her armor. This is also something she has in common with the other Oblivion companions I have seen. Just tell her to add it again! If that doesn't help, it's probably because her armor is broken and then you'll have to repair it.
Sometimes when you give her new equipment, she will not use it at first (I have even seen her start fist-fighting after getting a new sword), but if you just tell her to equip her armor again that should be cured. This is also a known issue with Oblivion companions in general. If she still misbehaves, check if parts of her armor is broken - you will have to repair it before she uses it again.

- When she is asked to make a potion for you, she is supposed to actually switch AI-package and you can watch her make the potion. This works just fine when she is not wearing armor, but is unreliable when she is wearing armor. Often it works just fine, but occcasionally, especially after switching between interior and exterior cells, she might just stand there idle for a little while before she initiates dialog with you to tell you that your potion is ready. I've spent days on trying to cure this, but have not been successful... However, you will always get your potion, it's just the potionmaking-animation that won't always work.

- There is dialog added to some original Oblivion npcs, but don't get alarmed, 'cause the dialog isn't filtered for the npc-ID (filtering for ID can cause serious problems if more than one mod includes dialog for that npc). Instead it is filtered for the npc's race, gender, class and specific location! That, I believe, shouldn't ever cause any conflicts!

Installation

ALWAYS MAKE A SAFETY COPY OF YOUR SAVED GAME BEFORE ADDING OR UPGRADING ANY MOD, THIS ONE INCLUDED!!!!

Just drop the content in the Vilja data-folder into your Oblivion-data-library. The various folders (meshes, textures, sound) should automatically merge with your existing folders (which will guarantee that everything ends up at the correct locations). You will get a message concerning this from the computer, just say OK. Then, choose one of the esp-files, depending on if you want Vilja to be essential (can never die) or not essential. Remove the esp-file of your choice from its sub-folder and place it in your Oblivion-Data folder.

Compatibility

Vilja should work very well together with other mods. However, an old mod called Cheydinhal Petshop affects a global that will prevent Vilja's daycounters from working (this is not unique for Vilja - the Petshop has the same effect on all mods with daycounters).
If you use mods like for instance persuasion overhaul you might find that npcs from the Vilja-mod will have additional topics where they will use the game-original voices. It's not a conflict, but it sounds a bit annoying. There isn't much I can do about this, although immersion-breaking it won't cause any real problem.

Credits

- Rsdnt_Evle for his lovely Neeshka companion, which inspired me to start out on Vilja. Vilja's script is a rework of the latest version of Neeshka, although the differences in script and AI-packages is by now quite extensive. If you want many companions in your game, I strongly recommend Neeshka, she is adorable! You will find here here: http://www.tesnexus.com/downloads/file.php?id=8256

- CM Partners - Looking through this great companion template gave me many valuable ideas and solutions. The skill-report script I'm using is a rework from the skill-report system for the CM Partners, adjusted for a single-companion. The Partners base mod can be found here: http://www.tesnexus.com/downloads/file.php?id=7819

- Charley the Khajiit - for voiceacting Heneri, Runar and Thorgeir

- Cyrano - for proofreading, script optimizing, brainstorming, troubleshooting, encouragement, playtesting and many invaluable suggestions.

- Korana, Princess_Stomper, Kateri, DarkDiva, Loriel, Blockhead, Osiris, Neko, Pseron Wyrd, Ogramirad - for encouragement, playtesting, troubleshooting and many invaluable suggestions.

- Nequam, who made the lovely eyes Vilja is using. Vilja's eyes are included with the mod, but for those who would like to see more of Nequam's eyes in their game, the full mod, Elaborate Eyes, can be found here: http://www.tesnexus.com/downloads/file.php?id=5097

- the original author of a texture called something like CZ01.dds, which I edited and reworked long ago and have now used the result for Vilja's face.

- All the helpful people at the Oblivion TES-forum, who among other things helped me to sort out why my resultbox-scripts kept vanishing.

- Last but not least, the modders who with their scripting achievements made the foundation that originally turned Elder Scrolls companions into useful friends rather than cannon fudder, Grumpy (RIP, dear friend) who spent years on improving and finetuning a warping system for Morrowind companions, and The Other Felix, who has optimized and improved almost every aspect of Morrowind companion behaviour.


I hope you will like her! :)

- Emma
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Hella Beast
 
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Post » Fri Feb 18, 2011 9:34 pm

In the previous thread about Vilja we were discussing resurrection of companions, and I went on about a mod I just *knew* I had seen, that could be used for resurrecting any companion :)

Obviously, it was a WIP-thread I had read (which explained why I couldn't find it when I searched for it), but now it has been released, so just thought I should link to it: http://www.gamesas.com/bgsforums/index.php?showtopic=1068371&st=0&gopid=15525440&#entry15525440
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Alister Scott
 
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Post » Fri Feb 18, 2011 9:51 pm

Emma - thank you for providing the link to the mod. Now I can safely adventure with Vilja while she is set in a non-essential role!
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JERMAINE VIDAURRI
 
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Post » Fri Feb 18, 2011 10:52 pm

Emma - thank you for providing the link to the mod. Now I can safely adventure with Vilja while she is set in a non-essential role!



Yes... those enemies have a nasty habit of attacking companions and horses rather than the player.
At the same time, I prefere to have my companions non-essential, in my own game. Then I have to consider them, make sure that their outfits are well functioning etc.

I was thinking of trying to add resurrection to her, but then I heard of a mod that did this - i.e. it was this mod, which was then WIP - and therefore I never added it.
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Steph
 
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Post » Sat Feb 19, 2011 4:17 am

Yes... those enemies have a nasty habit of attacking companions and horses rather than the player.


I wonder if http://www.tesnexus.com/downloads/file.php?id=25951 works with companions and/or horses as well as summons? I have no idea as I never use horses or companions (love your Children of Morrowind, though). It makes enemies focus on the PC rather than the summon and works very well. Requires OBSE.
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Brandi Norton
 
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Post » Sat Feb 19, 2011 9:25 am

I wonder if http://www.tesnexus.com/downloads/file.php?id=25951 works with companions and/or horses as well as summons? I have no idea as I never use horses or companions (love your Children of Morrowind, though). It makes enemies focus on the PC rather than the summon and works very well. Requires OBSE.


Indirectly. Try fighting a swarm of mobs. Some of them attack you, some attack NPCs (Companions). Those that attack you will stick to you but if the others do not have you on the target, the mod would do nothing (If the description is accurate to its coding, though.).

If you initiate the fight, then summon mobs, the NPCs will switch target and attack the summon. The mod is directed at that behavior.
Of course you can expand the mod to "fix" the above mentioned behaviour and just let all enemies attack you instead, that attack your companion.
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ijohnnny
 
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Post » Sat Feb 19, 2011 1:13 am

I wonder if http://www.tesnexus.com/downloads/file.php?id=25951 works with companions and/or horses as well as summons? I have no idea as I never use horses or companions (love your Children of Morrowind, though). It makes enemies focus on the PC rather than the summon and works very well. Requires OBSE.



From what it seems to me, this mod makes the enemies stick to their first target, which is the player before he starts summoning. When you have a companion around, the companion often becomes the first target... So I'm not too sure it would work. Maybe with some modification, though.

Aww... you should try a companion at some point :). I agree that they may not be very useful at the beginning of a game (or they may take over too much) but later on it can be really nice with a friend in the RPG-world.

I'm glad you like Children of Morrowind - it is something weird with a world without children, isn't it? I haven't found any released mod for Oblivion similar to Children of Morrowind so far. Am I missing something, or is there none?
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jessica robson
 
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Post » Sat Feb 19, 2011 8:22 am

I haven't found any released mod for Oblivion similar to Children of Morrowind so far. Am I missing something, or is there none?

I only know of three; none of them are on the scale of Children of Morrowind:

http://www.tesnexus.com/downloads/file.php?id=11351 by moDem, SAgiZm, Zenman and Lollerich.

http://www.tesnexus.com/downloads/file.php?id=17333 by DaMuncha.

http://www.tesnexus.com/downloads/file.php?id=28065 by Princess Stomper.
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KU Fint
 
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Post » Sat Feb 19, 2011 1:09 am

I only know of three; none of them are on the scale of Children of Morrowind:

http://www.tesnexus.com/downloads/file.php?id=11351 by moDem, SAgiZm, Zenman and Lollerich.

http://www.tesnexus.com/downloads/file.php?id=17333 by DaMuncha.

http://www.tesnexus.com/downloads/file.php?id=28065 by Princess Stomper.


City Life's pretty good. I use it all the time. It's amusing to find a child running around the legs of several stationary advlt NPCs, only to join a couple of other kids and run off.
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Stephanie Kemp
 
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Post » Sat Feb 19, 2011 8:14 am

I'm glad you like Children of Morrowind - it is something weird with a world without children, isn't it? I haven't found any released mod for Oblivion similar to Children of Morrowind so far. Am I missing something, or is there none?


Says quietly, 'Oh please. oh please, oh please'.

Wot, me? No I didn't say anything.
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Samantha Pattison
 
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Post » Fri Feb 18, 2011 11:55 pm

Says quietly, 'Oh please. oh please, oh please'.

Wot, me? No I didn't say anything.



:embarrass: I'm not sure how hard it would be to do something like Children of Morrowind for Oblivion... I don't think it would be completely http://www.tesnexus.com/downloads/images/28977-1-1262022279.jpg though... After the release of Vilja, I *have* been toying with the idea, have just not decided how hard it would be to add more of http://lovkullen.net/Emma/OB/CH/Child466.JPGand http://lovkullen.net/Emma/OB/CH/Child586.JPG :embarrass:
There are some problems with collisions and such that I don't know how to handle, but of course I have thought about it...
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Damned_Queen
 
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Post » Sat Feb 19, 2011 4:50 am

Sorry to go off-topic, but there was some discussion about my mod, Stickier Enemy Targetting. This is how it works:

When actors (NPCs and creatures) go into combat, they'll choose whatever target they want and fight it. For whatever reason, enemies tend to attack companions, horses, summoned creatures, etc. However - and this is where my mod kicks in - if the actors target the player, then they will stick to attacking the player. However, the mod is also designed to ignore any creatures that your enemies summon.

So it's kind of an alternative way of choosing your enemies' targets. Would you rather have enemies attacking you, or your buddies? If you want them to attack you, try the mod.


And by the way, Vilja rocks, though we already knew that.
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brandon frier
 
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Post » Sat Feb 19, 2011 10:00 am

Sorry to go off-topic, but there was some discussion about my mod, Stickier Enemy Targetting. This is how it works:

When actors (NPCs and creatures) go into combat, they'll choose whatever target they want and fight it. For whatever reason, enemies tend to attack companions, horses, summoned creatures, etc. However - and this is where my mod kicks in - if the actors target the player, then they will stick to attacking the player. However, the mod is also designed to ignore any creatures that your enemies summon.

So it's kind of an alternative way of choosing your enemies' targets. Would you rather have enemies attacking you, or your buddies? If you want them to attack you, try the mod.


And by the way, Vilja rocks, though we already knew that.



I don't think it is off-topic at all - your mod deals with something very vital for all companion users - and for those who would want to use a companion but have refrained from doing so because of the disadvantages (hard to level armor and block skills when you ingame buddie takes all the damage).

I will have to try this out :). I think it is really god that it is in a separate mod - i.e. not a part of a companion mod - as what you have done requires OBSE. It's good when the companion mods in themselves does not require OBSE; instead it is up to the player to choose if he wants to have OBSE and thereby being able to add extra features like what you are providing here :)

I'm still not an OBSE-user, but with mods like this and the resurrection one requiring OBSE, I'm very close to start using it now :)

And glad that you do like Vilja :)!
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Harry-James Payne
 
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Post » Sat Feb 19, 2011 10:42 am

..
I'm still not an OBSE-user, but with mods like this and the resurrection one requiring OBSE, I'm very close to start using it now :)..


Sorry for the off topic-ing...

Unless you have D2D version of Oblivion, I highly recommend that you install Obse and several of it's plugins like Elys' universal silent voice for mods without voice-overs, weocps and Oblivion stutter remover for improving stability and pluggy for mods that require it, fast exit2 ...

Obse won't effect your game negatively only positively and you just install it and 'let it be'. Only thing you need to do is redirect your Oblivion shortcut to Obse loader - if you use that shortcut that is.
I start Oblivion+Obse through Wrye Bash. :)
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AnDres MeZa
 
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Post » Sat Feb 19, 2011 10:35 am

Sorry for the off topic-ing...

Unless you have D2D version of Oblivion, I highly recommend that you install Obse and several of it's plugins like Elys' universal silent voice for mods without voice-overs, weocps and Oblivion stutter remover for improving stability and pluggy for mods that require it, fast exit2 ...

Obse won't effect your game negatively only positively and you just install it and 'let it be'. Only thing you need to do is redirect your Oblivion shortcut to Obse loader - if you use that shortcut that is.
I start Oblivion+Obse through Wrye Bash. :)


Yes, I have understood that there are loads of advantages, and hardly no disadvantages (if any) with OBSE. :). I'm intending to start using it, but I just haven't got around to use it yet.

Still, I have tried to keep Vilja independant of OBSE and of Shivering Island. I know there are some animations in SI that I would have liked to have, but I'm not sure if every player actually has SI or not. And I'm not sure if 'everyone' is using OBSE. As you said, if I have D2D version of Oblivion (no idea what that is :blink: ) it might not be a good idea to have OBSE??
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Devin Sluis
 
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Post » Sat Feb 19, 2011 4:58 am

... As you said, if I have D2D version of Oblivion (no idea what that is :blink: ) it might not be a good idea to have OBSE??


Direct to drive I guess a version bought through some site. That version is not compatible with Obse.

Some are reluctant to use Obse, and so was I for quite some time. But that's just silly and without reason. :)

Obse has 0 negative effects on game, download and installation takes 30 seconds and it isn't a separate program like Mwse. It's simpler to use.


Not everyone has SI but I reckon that if you want to you can use it because SI is very good expansion and it's worth having unlike other DLC. (I think KotN is worth too, but other DLCs not).
Also for Obse - if you don't need to use it don't, but if you want to implement certain functions that aren't even possible or are ridiculously hard to do without it do not hesitate using it.

:)

By the way, I still haven't had time to play and meet Vilja, but when I do I'll remember to share my impressions. :)
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james reed
 
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Post » Fri Feb 18, 2011 9:29 pm

Some are reluctant to use Obse, and so was I for quite some time. But that's just silly and without reason. :)
Obse has 0 negative effects on game, download and installation takes 30 seconds and it isn't a separate program like Mwse. It's simpler to use.


A quick second to Washington's remarks. There have been problems when people report back on OBSE beta versions, but all those are ironed out before the release is relabeled as stable. (And I've been using OBSE v18b5 without any issues for a couple of weeks.) It adds a lot of functionality to the game. Among other things, some companions use it to auto-recharge enchanted weapons.
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Destinyscharm
 
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Post » Sat Feb 19, 2011 12:09 am

Direct to drive I guess a version bought through some site. That version is not compatible with Obse.

Some are reluctant to use Obse, and so was I for quite some time. But that's just silly and without reason. :)

Obse has 0 negative effects on game, download and installation takes 30 seconds and it isn't a separate program like Mwse. It's simpler to use.


Not everyone has SI but I reckon that if you want to you can use it because SI is very good expansion and it's worth having unlike other DLC. (I think KotN is worth too, but other DLCs not).
Also for Obse - if you don't need to use it don't, but if you want to implement certain functions that aren't even possible or are ridiculously hard to do without it do not hesitate using it.

:)

By the way, I still haven't had time to play and meet Vilja, but when I do I'll remember to share my impressions. :)



I will for sure give it a try :).

And, please, share your impressions once you have had time to meet Vilja - hope you will like her:)

A quick second to Washington's remarks. There have been problems when people report back on OBSE beta versions, but all those are ironed out before the release is relabeled as stable. (And I've been using OBSE v18b5 without any issues for a couple of weeks.) It adds a lot of functionality to the game. Among other things, some companions use it to auto-recharge enchanted weapons.



Sounds good... although I hardly find auto-recharging of enchanted weapons by companions as necessary. Maybe I'm just being odd, or too accustomed to Morrowind, but I sort of want to cater for my companion... I prefere non-essential companions, too, in my own game.
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Kit Marsden
 
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Post » Fri Feb 18, 2011 11:54 pm

In the previous releasethread, Chanur and Washington helped me to track down an incompatibility issue with the WACShop mod.

I have now made a fix for this, and a new esp can be downloaded http://www.tesnexus.com/downloads/file.php?id=28977 and http://lovkullen.net/Emma/Vilja.htm


If you don't use WACShop, you shouldn't need to switch to the new esp-file.
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Emily Graham
 
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Post » Sat Feb 19, 2011 8:44 am

How did you get the general talking to work? I see it's in the INFOGENERAL conversation topic and each one has it's conditions with the random flag set but how do you trigger that topic?
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Amy Gibson
 
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Post » Sat Feb 19, 2011 1:38 pm

Vilja has tagged along for some time, and she is indeed like her name: willpower (unlimited magic), guts (often charges way ahead of player and other companion :P ), and determination for a level 37 character. Anyway, here are some of my observations:

1. It will be more practical if player can tell Vilja to "stay put" or "hold this position" directly from the main dialogue without having to click "1. Travel together" then "We need to separate for a while" and then "wait here with/without armor". I mean, having this option in a main dialogue menu will save a lot of time and very useful because there are places in dungeons where a player might want to disarm a certain trap, but then the companion decides to charge an enemy up ahead, resulting her/his own demise.

2. Having the message "Vilja engaging an enemy" might cause player to realize there's actually enemy nearby or somewhere else when the player doesn't know or hasn't actually seen enemy.

3. Vilja is an excellent fighter (on par with Ruin-Tail) and able to care of herself in the middle of battle. :tops:

4. It seems that Vilja has the ability to cast spell even after her demise! :bolt: One day, my character was visiting a Roxey Inn and then a bar fight ensues which result all NPCs to attack and finally kill her. I notice then she still constantly try to "heal" herself on her death.

5. And I still hope you will put quest icon for all Vilja's quests. Having them make Oblivion looks more pretty :P
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David John Hunter
 
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Post » Sat Feb 19, 2011 9:54 am

How did you get the general talking to work? I see it's in the INFOGENERAL conversation topic and each one has it's conditions with the random flag set but how do you trigger that topic?



You mean the talking to other npcs?

When you are in the 'conversation'-tab of the dialog interface, look to the very right of the interface. There you can see three boxes: AddTopic, Link To and Link From. It's here you determine what will happen when the companion is in wander mode and meets another npc.

As you know, the companion uses her "HELLO"-topic in order to greet you and other npcs. So that's where the conversation should start.

If the companion doesn't have a 'Link To' some other topics in their HELLO-topic, nothing will happen - but if you link to something (like Question, Hello, INFOGENERAL) the npc will give a random reply from one of these topic-sections. Then I have, as you can see in the construction set, given Vilja some various dialog lines for all 'general' topics in the Conversation, and linked Vilja's dialog with Link To and Link From, so whe will then answer the npc and the conversation can go on for a while.


Ugh, I'm so lousy at explaining. Please feel free to ask again if I'm unclear. :)
I'm going away for at few days starting a couple of hours from now, and will probably not have any internet-access meanwhile. But I should be back on tuesday afternoon.
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Rebecca Clare Smith
 
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Post » Sat Feb 19, 2011 1:11 am

Vilja has tagged along for some time, and she is indeed like her name: willpower (unlimited magic), guts (often charges way ahead of player and other companion :P ), and determination for a level 37 character. Anyway, here are some of my observations:

1. It will be more practical if player can tell Vilja to "stay put" or "hold this position" directly from the main dialogue without having to click "1. Travel together" then "We need to separate for a while" and then "wait here with/without armor". I mean, having this option in a main dialogue menu will save a lot of time and very useful because there are places in dungeons where a player might want to disarm a certain trap, but then the companion decides to charge an enemy up ahead, resulting her/his own demise.

2. Having the message "Vilja engaging an enemy" might cause player to realize there's actually enemy nearby or somewhere else when the player doesn't know or hasn't actually seen enemy.

3. Vilja is an excellent fighter (on par with Ruin-Tail) and able to care of herself in the middle of battle. :tops:

4. It seems that Vilja has the ability to cast spell even after her demise! :bolt: One day, my character was visiting a Roxey Inn and then a bar fight ensues which result all NPCs to attack and finally kill her. I notice then she still constantly try to "heal" herself on her death.

5. And I still hope you will put quest icon for all Vilja's quests. Having them make Oblivion looks more pretty



Thank you for the feedback :)

willpower (unlimited magic),


What do you mean? She doesn't have any more magicka than other npcs, and unless you have added spells to her, she is a non-casting companion?

guts (often charges way ahead of player and other companion


Would that be because you have her aggression level set to 10, maybe? Or could it be because the enemy targets her first?
If you know of a companion that doesn't charge away, also with aggression set to 1, please tell me which, cause everyone I have seen has the same behaviour as Vilja.

1. It will be more practical if player can tell Vilja to "stay put" or "hold this position" directly from the main dialogue without having to click "1. Travel together" then "We need to separate for a while" and then "wait here with/without armor". I mean, having this option in a main dialogue menu will save a lot of time and very useful because there are places in dungeons where a player might want to disarm a certain trap, but then the companion decides to charge an enemy up ahead, resulting her/his own demise.


That is a very valid point. I'll look it over for the next version of her. Thank you! :)
(I will probably keep the same setup as now and just add a line for "stay put" in the main menu, as she has so many options on what to do when separating from the player)

2. Having the message "Vilja engaging an enemy" might cause player to realize there's actually enemy nearby or somewhere else when the player doesn't know or hasn't actually seen enemy.


Yes, exactly :). And it will help the player so that he doesn't charge ahead and leave her if you are running/riding in the wilderness and get attacked.

4. It seems that Vilja has the ability to cast spell even after her demise! :bolt: One day, my character was visiting a Roxey Inn and then a bar fight ensues which result all NPCs to attack and finally kill her. I notice then she still constantly try to "heal" herself on her death.


You mean like a little light in her hand rather than her spellcasting? Yes, I have noted that, I see it every time she dies while she was casting a healing spell. I assume that you are using the ver 1.01 of the non-essential version, as you else would have had bigger problems... (My fault completely - I decided in the last minute to make a non-essential version and thought I could just uncheck the essential button. Or rather, I didn't think at all... :embarrass: Cause Vilja kept on ghost-talking after her death...). I made a quick-fix - ver 1.01 - to sort out the problems with the ghost-talk and remove the option to summon her once she was dead :embarrass: (she would arrive dead, and talking...). The occasional little light in her hand I saw as such a minor problem that I decided to deal with in ver 1.1 instead (as I will have to change her main companion-script for that, and I didn't want to change the main-script for one of the versions and not for both).

5. And I still hope you will put quest icon for all Vilja's quests. Having them make Oblivion looks more pretty


You win :). I'll include it in next version of her.
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sharon
 
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Joined: Wed Nov 22, 2006 4:59 am

Post » Fri Feb 18, 2011 11:29 pm

In the previous releasethread, Chanur and Washington helped me to track down an incompatibility issue with the WACShop mod.

I have now made a fix for this, and a new esp can be downloaded http://www.tesnexus.com/downloads/file.php?id=28977 and http://lovkullen.net/Emma/Vilja.htm


If you don't use WACShop, you shouldn't need to switch to the new esp-file.

I am not quite sure if I use WACShop, maybe it is part of a compilation? Where would it be located?
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Crystal Clear
 
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Post » Sat Feb 19, 2011 8:25 am

Credits

- CM Partners - Looking through this great companion template gave me many valuable ideas and solutions. The skill-report script I'm using is a rework from the skill-report system for the CM Partners, adjusted for a single-companion. The Partners base mod can be found here: http://www.tesnexus.com/downloads/file.php?id=7819

- Emma

Looking at your script "1emmViljaStats" through TES4Edit actually you have the same error as CM partners. Look for my report in http://www.gamesas.com/bgsforums/index.php?showtopic=1071682.
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Phoenix Draven
 
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Joined: Thu Jun 29, 2006 3:50 am

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