[RELZ] Companion Vilja ver 2

Post » Sat Sep 18, 2010 12:11 pm

I'm hopeing it's not just Me, but I've got another Weird on... :whistling:

When MY charcter equips (From FormIDFinder) "Base Necklace of Seawalking(00098443) from mod 00:Oblivion.esm Enchantment: 0000C05F from mod :Oblivion.esm Mesh: Meshes\Clothes\Amulet\AmuletBronze_gnd.NIF Icon: Textures\Menus\Icons\Clothes\Amulet\AmuletBronze.dds" Vilja starts a nonending reserection spell :unsure: ( raises her arm, and I get a reverberating nonstop soundeffect and her arm never drops) I can still talk to her, but...
I've currently got some script errors with All Natural, but I can't imagine how That could be a factor, upgarded to 2.1, and added the Xtudio files, no differance... :blush:
(I'm starting to feel a bit Guilty for haveing all these problems now...)

*I've uninstalled AllNatural, tried taking Vilja's inventory, upto Take All, no change, when I equip the amulet, she begins her spell, she'll stop long enough to talk normaly to me, but continue her spell after, when I Unequip said amulet, she drops her arm... :wacko:

LO
Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  VASE - core.esm07  CyrodiilUpgradeResourcePack.esm08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.35]0A  Artifacts.esm  [Version 1.1]0B  Better Cities Resources.esm0C  CM Partners.esm0D  Unofficial Oblivion Patch.esp  [Version 3.2.7]0E  Oblivion Citadel Door Fix.esp0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp11  Better Cities .esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  Fran Armor Add-on.esp18  Fran_Lv30Item_Maltz.esp19  FranOBSEConfig.esp  [Version 0.5]1A  Ayleid Loot EXtension.esp1B  Ayleid Loot EXtension - OOO Dungeons.esp1C  Display Stats.esp  [Version 1.1.1]++  Item interchange - Extraction.esp  [Version 0.78]1D  P1DseeYouSleep.esp1E  Map Marker Overhaul.esp  [Version 3.4]1F  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]++  MaleBodyReplacerV4.esp20  Adonnays Elven Weaponry.esp21  Adonnay's_Elven_Sabres-MOBS.esp++  RustyItems.esp++  GuardTrinkets.esp**  Armamentium female.esp22  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]23  Cobl Glue.esp  [Version 1.72]24  Cobl Si.esp  [Version 1.63]25  Bob's Armory Oblivion.esp26  FCOM_BobsArmory.esp  [Version 0.9.9]27  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]28  Oblivion WarCry EV.esp29  FCOM_WarCry.esp  [Version 0.9.9MB3]2A  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]2B  OMOBS Optional Combat Settings.esp  [Version 1.0]2C  ArmamentariumArtifacts.esp  [Version 1.35]2D  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]2E  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2F  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderhardcoe.esp  [Version 0.9.9]30  FCOM_RealSwords.esp  [Version 0.9.9]31  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]32  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoSpiders.esp  [Version 0.9.9]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]33  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Adventurers.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]38  MMM - Playable Undead Armors.esp++  MMM - Playable Undead Armors - Oblivion WarCry Compatability Patch.esp++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_ArcheryArmamentarium.esp  [Version 2]++  FCOM_ArcheryRealSwords.esp  [Version 2]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp39  Akaviri Imports.esp3A  Artifacts.esp  [Version 1.1]**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]3B  LostSwordOfTheAylied.esp3C  LostSwordOfTheAylied - Claymore Add-On.esp3D  LostSwordOfTheAylied - OBSE Add-On.esp3E  The Ayleid Steps.esp  [Version 3.3.2]3F  VHBloodlines 1.2.esp  [Version 1.4]40  Knights.esp41  Knights - Unofficial Patch.esp  [Version 1.0.9]**  EVE_KnightsoftheNine.esp42  The Lost Spires.esp43  Mighty Umbra.esp44  Ungarion1TheWelkyndSword.esp  [Version 1.4]45  Blood&Mud.esp46  Lost Paladins of the Divines.esp47  The Mystery of the Dulan cult.esp48  MannimarcoComplete.esp49  MannimarcoRevisited.esp4A  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]4B  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]4C  FCOM_DulanCult.esp  [Version 0.9.9]4D  Gah Falquan Umarile.esp4E  mythsandlegends.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]4F  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]50  CUO_Dwemer.esp51  CUO_FightersGuildContracts_SAFE.esp52  EVE_ShiveringIslesEasterEggs.esp53  P1DkeyChain.esp  [Version 5.00]**  Salmo the Baker, Cobl.esp  [Version 3.08]54  RefScope.esp  [Version 2.0.2]55  SupremeMagicka.esp  [Version 0.90]56  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  Francesco's Slower skills x1.5.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]57  IDKRRR_C_race.esp58  CM Partners.esp59  CM Partners NPC.esp5A  1em_Vilja.esp5B  Sonia.esp5C  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]5D  Better Cities - Full City Defences.esp5E  Better Cities Full.esp5F  Better Cities Full - B&M Edition.esp60  Better Cities - VHBloodlines.esp61  Better Cities - VWD of the IC.esp62  Better Imperial City.esp63  Better Cities - COBL.esp  [Version 2]++  Francesco's day lenght rescale 1-16.esp64  Get Wet - just droplets.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]65  Cobl Silent Equip Misc.esp  [Version 01]66  Bashed Patch, 1Twany.esp67  FormID Finder4.esp68  kuerteeActorDetails.esp69  Oblivion Graphics Extender Support.esp  [Version 0.2]6A  Streamline 3.1.esp



Right... as you have noticed, Vilja will waterwalk with you whenever you cast a waterwalk spell (or drink a potion or whatever). Now you have put on an item with constant waterwalk effect. It seems this particular items makes her cast her spell over and over again, obviously not knowing whether or not you are going to waterwalk. Without looking at how the item is set up, I cannot say anything further, but it's an explanation why she would react this way while other companions, who cannot waterwalk, will not.
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Sat Sep 18, 2010 4:43 pm

I've currently got some script errors with All Natural, but I can't imagine how That could be a factor, upgarded to 2.1, and added the Xtudio files, no differance... :blush:
(I'm starting to feel a bit Guilty for haveing all these problems now...)

You best bet would be to uninstall the http://www.tesnexus.com/downloads/file.php?id=18305 and reinstall it with a cleaned save between these steps.
If that's not working I think it's worth to visit the http://www.gamesas.com/index.php?/topic/1099235-relzbeta-weather-all-natural-thread-25/ and ask your question directly to Arthmoor.
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Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Sat Sep 18, 2010 11:12 am

Can you change Vilja's Race ?? (I saw Argonian Vilja on pictures, and i want a Khajiit)

Yes, you can. But you'll need some basic TES CS knowledge though.
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Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Sat Sep 18, 2010 9:42 am

Can you change Vilja's Race ?? (I saw Argonian Vilja on pictures, and i want a Khajiit)



Yes, this is fully possible. But in order to do so, you should better create a new Khajiit race rather than trying to use the existing one.
In the Construction set, just go to the races and duplicate the Khajiit one. On this duplicate race, assign the NordVilja voice to your new Khajiit race (it's a dropdown box in the race menu - general data). Now you should be able to rework Vilja's face and hairstyle, and then I believe it should work fine.

You might be interested in reading http://www.shsforums.net/index.php?showtopic=26340 which describes strategies to change races and faces on player characters and companions. I find it very useful.

I strongly advice that you go to her options book and ensure that your khajiit Vilja won't be wearing a swimsuit - the way the swimsuit is set up, the result would be *very* weird.
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suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Sat Sep 18, 2010 5:54 pm

Cab she repair her own gear if I give her hammers?
If not, could you teach her how to in future?
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Sat Sep 18, 2010 4:36 pm

Right...


I've got some good news!


NOW UPGRADED TO VER 2.1!
========================

With ver 2.1 the infamous problem with companions vanishing from Oblivion planes and later returning with reset inventories should be *almost* gone.
There are however two important exceptions: during The CHEYDINHAL gate quest and the final Great Gate at BRUME it is still possible for her to vanish. So during these visits to Oblivion areas, make sure that you send her out of the area before you complete your mission!
Read the readme for more information.
You still need to download ver 2.0 for voicefiles, meshes and textures!

Awesome, thanks for the update. To be honest, I haven't even had a chance to really play the game since adding her to my mod list. And when I did have time for OB, I was working on and testing a face mod for my new character. I finally finished it, though and should be enjoying Vilja's company soon after I DL the new version, update it and then actually find her in game (I started in Anvil this time, so it could be a little while)! I'm looking forward to meeting her. Not sure how I heard about that girl in trouble in the Waterfront right after I arrived in Anvil, though! Haha - j/k. I must have heard it on the boat trip over. ;)
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Portions
 
Posts: 3499
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Post » Sat Sep 18, 2010 11:29 am

LO
Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  VASE - core.esm07  CyrodiilUpgradeResourcePack.esm08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.35]0A  Artifacts.esm  [Version 1.1]0B  Better Cities Resources.esm0C  CM Partners.esm0D  Unofficial Oblivion Patch.esp  [Version 3.2.7]0E  Oblivion Citadel Door Fix.esp0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp11  Better Cities .esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  Fran Armor Add-on.esp18  Fran_Lv30Item_Maltz.esp19  FranOBSEConfig.esp  [Version 0.5]1A  Ayleid Loot EXtension.esp1B  Ayleid Loot EXtension - OOO Dungeons.esp1C  Display Stats.esp  [Version 1.1.1]++  Item interchange - Extraction.esp  [Version 0.78]1D  P1DseeYouSleep.esp1E  Map Marker Overhaul.esp  [Version 3.4]1F  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]++  MaleBodyReplacerV4.esp20  Adonnays Elven Weaponry.esp21  Adonnay's_Elven_Sabres-MOBS.esp++  RustyItems.esp++  GuardTrinkets.esp**  Armamentium female.esp22  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]23  Cobl Glue.esp  [Version 1.72]24  Cobl Si.esp  [Version 1.63]25  Bob's Armory Oblivion.esp26  FCOM_BobsArmory.esp  [Version 0.9.9]27  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]28  Oblivion WarCry EV.esp29  FCOM_WarCry.esp  [Version 0.9.9MB3]2A  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]2B  OMOBS Optional Combat Settings.esp  [Version 1.0]2C  ArmamentariumArtifacts.esp  [Version 1.35]2D  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]2E  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2F  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderhardcoe.esp  [Version 0.9.9]30  FCOM_RealSwords.esp  [Version 0.9.9]31  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]32  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoSpiders.esp  [Version 0.9.9]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]33  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Adventurers.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]38  MMM - Playable Undead Armors.esp++  MMM - Playable Undead Armors - Oblivion WarCry Compatability Patch.esp++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_ArcheryArmamentarium.esp  [Version 2]++  FCOM_ArcheryRealSwords.esp  [Version 2]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp39  Akaviri Imports.esp3A  Artifacts.esp  [Version 1.1]**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]3B  LostSwordOfTheAylied.esp3C  LostSwordOfTheAylied - Claymore Add-On.esp3D  LostSwordOfTheAylied - OBSE Add-On.esp3E  The Ayleid Steps.esp  [Version 3.3.2]3F  VHBloodlines 1.2.esp  [Version 1.4]40  Knights.esp41  Knights - Unofficial Patch.esp  [Version 1.0.9]**  EVE_KnightsoftheNine.esp42  The Lost Spires.esp43  Mighty Umbra.esp44  Ungarion1TheWelkyndSword.esp  [Version 1.4]45  Blood&Mud.esp46  Lost Paladins of the Divines.esp47  The Mystery of the Dulan cult.esp48  MannimarcoComplete.esp49  MannimarcoRevisited.esp4A  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]4B  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]4C  FCOM_DulanCult.esp  [Version 0.9.9]4D  Gah Falquan Umarile.esp4E  mythsandlegends.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]4F  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]50  CUO_Dwemer.esp51  CUO_FightersGuildContracts_SAFE.esp52  EVE_ShiveringIslesEasterEggs.esp53  P1DkeyChain.esp  [Version 5.00]**  Salmo the Baker, Cobl.esp  [Version 3.08]54  RefScope.esp  [Version 2.0.2]55  SupremeMagicka.esp  [Version 0.90]56  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  Francesco's Slower skills x1.5.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]57  IDKRRR_C_race.esp58  CM Partners.esp59  CM Partners NPC.esp5A  1em_Vilja.esp5B  Sonia.esp5C  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]5D  Better Cities - Full City Defences.esp5E  Better Cities Full.esp5F  Better Cities Full - B&M Edition.esp60  Better Cities - VHBloodlines.esp61  Better Cities - VWD of the IC.esp62  Better Imperial City.esp63  Better Cities - COBL.esp  [Version 2]++  Francesco's day lenght rescale 1-16.esp64  Get Wet - just droplets.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]65  Cobl Silent Equip Misc.esp  [Version 01]66  Bashed Patch, 1Twany.esp67  FormID Finder4.esp68  kuerteeActorDetails.esp69  Oblivion Graphics Extender Support.esp  [Version 0.2]6A  Streamline 3.1.esp


I've just noticed that your current Cobl 1.52 version is oudated, perhaps the http://www.tesnexus.com/downloads/file.php?id=21104 version is more convenient alternative to use instead, especially when you can choose between two installation methods (omod / bain). :)
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Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Sat Sep 18, 2010 4:37 pm

Cab she repair her own gear if I give her hammers?
If not, could you teach her how to in future?



No, she can't.

The reason is that in order to add this feature, you have to make the mod dependant on OBSE. And this I want to avoid. OBSE is an excellent feature, but I still want to as long as possible avoid dependancies on externale utilities as well as Shivering Island.
(I'm not sure if CDCooley agree with that this is a good decision... but as I was a little scared before I started to use OBSE I figure others might feel the same).
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Sat Sep 18, 2010 9:04 pm

Dude, I am really looking forward to trying this mod out. I used the OBSE version of Viconia until it was no longer updated, and I do not miss it. It was not a big deal, as far as I was concerned. (I never took advantage of the spell teaching feature, but I do not really know how that works anyway.)


Thanks for the update!
- Tomlong75210
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Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Sat Sep 18, 2010 10:12 pm

No, she can't.

The reason is that in order to add this feature, you have to make the mod dependant on OBSE. And this I want to avoid. OBSE is an excellent feature, but I still want to as long as possible avoid dependancies on externale utilities as well as Shivering Island.
(I'm not sure if CDCooley agree with that this is a good decision... but as I was a little scared before I started to use OBSE I figure others might feel the same).

I think CDCooley has this "http://www.gamesas.com/index.php?/topic/1097191-relz-oblivion-script-extender-obse-0018/" in mind, when he try to improve the included scripts of Vilja v2.x mod, but I can understand why you had these reasons.

Personally, I think that any released mods these days tend to use OBSE more frequently just for it's convenience to do what a modder think is needed in is own modding project.

Here is an example of the mod that really require the OBSE.
Spoiler
The http://www.tesnexus.com/downloads/file.php?id=26389 require the http://www.tesnexus.com/downloads/file.php?id=23979 (obse plugin) to function properly.

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Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Sat Sep 18, 2010 9:09 am

Yes agree here too. Tweaking my older desktop to incorprate ... include (lol) OBSE and its functions (apologies - had one too many beverages this evening)
I find the more OBSE dependant mods I use the more I have to cut back on features of other mods - All Natural weather mod is typical, using the processor heavy lights on the newer laptop is not a problem, adding the same to the desktop used to be okay but then add a few more mods that are technically complicated and sacrifices have to be made to prevent bottlenecks no combination of OSR and streamline can help with.

We are moving towards more cores wih higher ghz per core, but I think it is a wise move to avoid scripting dependancies, as marvellous as OBSE is and the possibilities it endows, imagine if every mod you install has complex interractions on top of an already processor heavy game which has not really been developed for multiple cores... fantastic slide show (or requires disabling most of the operating system via command line just to run the game).

For the record, Vilja is a favourite here so personal preference would forgive OBSE use and take priority over other mods for processor time (with a few exceptions), but I think Emma is being wise with this.
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Erika Ellsworth
 
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Post » Sat Sep 18, 2010 12:37 pm

Awesome, thanks for the update. To be honest, I haven't even had a chance to really play the game since adding her to my mod list. And when I did have time for OB, I was working on and testing a face mod for my new character. I finally finished it, though and should be enjoying Vilja's company soon after I DL the new version, update it and then actually find her in game (I started in Anvil this time, so it could be a little while)! I'm looking forward to meeting her. Not sure how I heard about that girl in trouble in the Waterfront right after I arrived in Anvil, though! Haha - j/k. I must have heard it on the boat trip over. ;)


I think Vilja will be very pleased that you have spent all this time fixing up your good looks before meeting up with her! ;)
And as for your concerns about arriving in Anvil with news about a girl in Waterfront... the first journal entry about her will not kick in until after a while, so you will have time to pick up the rumour once you have arrived. And even if you should hear about her already in Anvil, I'm sure that she will later on give you a perfectly valid explanation regarding how the Anvil people came to know about her :). (I'm not telling more here)


Dude, I am really looking forward to trying this mod out. I used the OBSE version of Viconia until it was no longer updated, and I do not miss it. It was not a big deal, as far as I was concerned. (I never took advantage of the spell teaching feature, but I do not really know how that works anyway.)

Thanks for the update!
- Tomlong75210


I hope you will like her :). If you are starting a new character (you mentioned that you would) you might want to go to her options book (in the skill report menu) and set her to essential at least for a while (by default, she is non-essential, but thanks to the options book you can customize that as well as some other features).
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Nana Samboy
 
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Post » Sat Sep 18, 2010 9:38 pm

I enjoy my OBSE-dependent mods, but not all mods need it. Just because a mod uses OBSE does not mean it has to be complex. If a mod needs it, fine. If not, it is up to the author to use it. I do not see having OBSE Vilja creating much of a performance issue. I did not notice any difference in performance between the different versions of Viconia.


Edit: I will definitely take advantage of that option. Thank you for pointing it out. I have not really played in half a year, and we will be running head first into the full FCOM world. ^___^ (...along with nGCD configured the way I like it, which means good chance of frequent death, at least in the low levels...which last quite some time...)
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Lori Joe
 
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Post » Sat Sep 18, 2010 5:01 pm

... make the mod dependant on OBSE. And this I want to avoid. OBSE is an excellent feature, but I still want to as long as possible avoid dependancies on externale utilities

For this I am thankful, as I don't use OBSE. :)
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Alexander Lee
 
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Post » Sat Sep 18, 2010 9:03 pm

No, she can't.

The reason is that in order to add this feature, you have to make the mod dependant on OBSE. And this I want to avoid. OBSE is an excellent feature, but I still want to as long as possible avoid dependancies on externale utilities as well as Shivering Island.
(I'm not sure if CDCooley agree with that this is a good decision... but as I was a little scared before I started to use OBSE I figure others might feel the same).

Well, I have just started to use OBSE - I was afraid to use it (and mods that were dependant on it) for the longest! :blush:

I trust the TES mod community for the most part (esp the more prominent folks) to do a good work and not break my game too badly, but I guess I have a kind of old fashion sensibility when it comes to programming and computer-related stuff; I try to keep things as efficient and modular as possible, so I tend to stay away from the stuff that feels even a bit too proprietary...
I still haven't used COBL for example b/c there are so many additions (and I like some but not all); don't use OOO, though I am sure it is awesome, but I doubt my computer could handle it without serious performance issues. I do use OBMM (just started using omods recently, too! ;) ) and BOSS (my mod list was getting to long for me to hand place without headaches) but don't use Wyre Bash for various reasons, but mainly b/c it involved installing more program framework stuff - Python and plugins (java and .NET are enough for me atm).

The more convoluted things get, the harder it gets to figure out what caused a problem.
As Mr. Scott (a.k.a 'Scotty') once said: "The more you bypass the plumbing, the easier it is to stop up the drain!"

I'm not saying you should never use OBSE for Vilja, but I appreciate your reasons not to.
For this I am thankful, as I don't use OBSE. :)

There you go.

I think Vilja will be very pleased that you have spent all this time fixing up your good looks before meeting up with her! ;)
And as for your concerns about arriving in Anvil with news about a girl in Waterfront... the first journal entry about her will not kick in until after a while, so you will have time to pick up the rumour once you have arrived. And even if you should hear about her already in Anvil, I'm sure that she will later on give you a perfectly valid explanation regarding how the Anvil people came to know about her :). (I'm not telling more here)

Good looks? Well, it's basically just me (with magic powers :hubbahubba: )so probably just your average joe, more or less, but with cool facial hair). ;)

Well, back to getting my butt kicked repeatedly (with T.I.E.) on the way to becoming Arch-Mage. Of course, I have to make my way to Imperial City waterfront first...
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~Sylvia~
 
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Post » Sat Sep 18, 2010 2:31 pm

mmm...no...to be clear the issue was with a vanilla bug using the vanilla command isrunning, and the bug is triggered by companions mods enabling and then disabling the NPC in the same frame. Something the DEV did not except anyone to do.

My updated mod simply will not run the isrunning command unless the NPC is detected moving around using other commands that do not have the bug.

Anyway...We can thank cdCooley for discovering this issue with companion mods.


The known reason for CTDs is if you have Duke Patrick's Actors Can Miss Now. The issue is within the other mod and affects all companions - it's going to be updated to take care of this.


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steve brewin
 
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Post » Sat Sep 18, 2010 7:48 pm

Vilja will waterwalk with you whenever you cast a waterwalk spell (or drink a potion or whatever). Now you have put on an item with constant waterwalk effect. It seems this particular items makes her cast her spell over and over again, obviously not knowing whether or not you are going to waterwalk. Without looking at how the item is set up, I cannot say anything further, but it's an explanation why she would react this way while other companions, who cannot waterwalk, will not.


Emma, thanks for the explanation, it sounded good and made sense, until I realized, I have another one on already with the same enchantment and no problems, I looked them up in FormId, and it appears Vilja just doesn't like the Cheaper Junk :nope:

Necklace of Seawalking I(00098443) from mod 00:Oblivion.esm

Enchantment: 0000C05F from mod 00:Oblivion.esm

Mesh: Meshes\Clothes\Amulet\AmuletBronze_gnd.NIF

Icon: Textures\Menus\Icons\Clothes\Amulet\AmuletBronze.dds

Necklace of Seawalking II(00098444) from mod 00:Oblivion.esm

Enchantment: 0000C05F from mod 00:Oblivion.esm

Mesh: Meshes\Clothes\Amulet\amuletjade_gnd.NIF

Icon: Textures\Menus\Icons\Clothes\Amulet\AmuletJade.dds

She's fine if I wear the Jade, but as soon as I put on the Bronze she starts her tantrum. (typical female)

Leonardo2, I'm not sure what you were looking at, my Cobol appears to be fine, and I've uninstalled AllNatural for the time being.

I started this game out as a "Basic" FCOM for testing but decided I liked the character and put most everything back in, I'm going to reduce what I'm not really using, I've already removed a couple including KD's Circlets and CRUP...

Emma, I apologize again for spamming your thread, I looked back through it and I've got nearly as many posts as you do.. :blush:
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sexy zara
 
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Post » Sat Sep 18, 2010 5:37 pm



I strongly advice that you go to her options book and ensure that your khajiit Vilja won't be wearing a swimsuit - the way the swimsuit is set up, the result would be *very* weird.


Uh-oh. There is a book?
Apparently when updating to v.2 I didn't get one... although Vilja seems to work fine as far as I can tell. Here I was searching the regular menus ... (I do have new companion topics, was able to give her money and send her shopping, go swimming, etc.) Otherwise, she seems to have carried over the settings from the earlier version I was using. Which are fine with me--although now I confess I'm curious to see what else there might be. Is there any way I can add it without having to restart the mod? Or what would you recommend?
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ANaIs GRelot
 
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Post » Sat Sep 18, 2010 1:42 pm

Uh-oh. There is a book?
Apparently when updating to v.2 I didn't get one... although Vilja seems to work fine as far as I can tell. Here I was searching the regular menus ... (I do have new companion topics, was able to give her money and send her shopping, go swimming, etc.) Otherwise, she seems to have carried over the settings from the earlier version I was using. Which are fine with me--although now I confess I'm curious to see what else there might be. Is there any way I can add it without having to restart the mod? Or what would you recommend?


At least for me the book opens when asking her about her stats - and it has an Option menu.

Noob question here as I almost never use companions. I wonder how to get Vilja to show/equip weapons/armor? If I give her new armor and weapons she's completely nvde. In fact, she doesn't even show/equip her own Fur armor. The only thing I can get her to wear seems to be robes.
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Alex Blacke
 
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Post » Sat Sep 18, 2010 10:08 pm

Uh-oh. There is a book?
Apparently when updating to v.2 I didn't get one... although Vilja seems to work fine as far as I can tell. Here I was searching the regular menus ... (I do have new companion topics, was able to give her money and send her shopping, go swimming, etc.) Otherwise, she seems to have carried over the settings from the earlier version I was using. Which are fine with me--although now I confess I'm curious to see what else there might be. Is there any way I can add it without having to restart the mod? Or what would you recommend?

The book should be in her inventory or in stats menu (don't remember for sure).

Noob question here as I almost never use companions. I wonder how to get Vilja to show/equip weapons/armor? If I give her new armor and weapons she's completely nvde. In fact, she doesn't even show/equip her own Fur armor. The only thing I can get her to wear seems to be robes.

That's probably because you need to tell her to follow you with her armor equipped. From your words she's following you in casual mode :) So just give her an armor set, wepons and some clothes and just tell her in what and with what she should follow you.
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Hella Beast
 
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Post » Sat Sep 18, 2010 3:17 pm

That's probably because you need to tell her to follow you with her armor equipped. From your words she's following you in casual mode :) So just give her an armor set, wepons and some clothes and just tell her in what and with what she should follow you.


Thanks, that was it. So you can make her switch between armor and clothes depending on the situation. Nice.

EDIT: Another thing while I'm at it. Will she equip/make use of enchanted rings/amulets?
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Darren Chandler
 
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Post » Sat Sep 18, 2010 11:54 pm

At least for me the book opens when asking her about her stats - and it has an Option menu.



Oh, okay... I saw the Options, but read it as just a heading and not a menu of its own. :facepalm: Really need more coffee to get the brain cells trudging again...
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Angela Woods
 
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Post » Sat Sep 18, 2010 8:24 pm

EDIT: Another thing while I'm at it. Will she equip/make use of enchanted rings/amulets?

Yep, she'll equip everything except items that occupy a tail slot.
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Nathan Maughan
 
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Post » Sat Sep 18, 2010 6:48 pm

Yep, she'll equip everything except items that occupy a tail slot.


Thanks. OK, she's dressed to kill now so I guess it's time to do just that. :)
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Farrah Barry
 
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Post » Sun Sep 19, 2010 12:55 am

Yep, she'll equip everything except items that occupy a tail slot.

I think she even uses that... :P
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Ross
 
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