[RELz] Companion Vilja ver 3 - thread no 10

Post » Sat Aug 27, 2011 2:04 am

CDCooley once explained this quite thoroughly but I cant put my finger on it so pardon the following rough explanation ...

It has been over a year, so I think you did a good job. Here's my more complete (and slightly revised) explanation of her three combat modes:

Aggressive: She'll attack on sight, like just about every other companion and NPC. The enemies won't target her as much as they do other companions though.

Passive: If you tell her to avoid combat, she'll ignore combat unless the player is very wounded (down to about 30% I think) or some enemy actually hits her directly. She'll usually stand a little farther away during these situations so she doesn't get in the way as much. Enemies won't usually target her, so any hits are usually from area attack spells or some accident. (This isn't quite as true for OOO or FCOM users, but that's an issue with the way OOO changed the game factions.)

Defensive: I consider her default strategy the most useful because she will attack but tends to stay out of the way. She will only attack if an enemy hits her or the player gets wounded (not on the first hit though) or if the player has a weapon drawn. If you play a mage character you may want to think of raising your fists as a signal that you want her to attack. And make sure you put your weapon away between fights, or she'll stop paying attention to it.

When you draw your weapon (or just raise your fists), I bump Vilja's aggression just slightly to give you a way to signal that combat is starting and she should join in. But because some people have the bad habit (myself included occasionally) of entering a village or city with a weapon still drawn, I also lower her aggression again after the weapon has been out for a while. I think it makes perfect sense. If I saw you draw a weapon it would make me more alert for danger, but if you continued to walk around with a sword drawn I would eventually get tired of being on alert. If you constantly run around that way, you obviously just like the look and feel of the shiny sword in your hand. :)
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Sat Aug 27, 2011 12:21 am

Wow that's indeed a thorough explanation, thanks for clarifying that.
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Sat Aug 27, 2011 4:10 am

It would be good if Vilja would totally forgive the times when I whack her in combat because of the fps lag problem which happens at times. Just like I forgive her unconditinally when she sticks me with a bunch of arrows! There are not enough strawberries in the world to make up for when your fps lag is acting up!
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Sat Aug 27, 2011 8:02 am

It would be good if Vilja would totally forgive the times when I whack her in combat because of the fps lag problem which happens at times. Just like I forgive her unconditinally when she sticks me with a bunch of arrows! There are not enough strawberries in the world to make up for when your fps lag is acting up!

The number of times is a game setting that affects all NPCs, so I wouldn't think of changing it for Vilja. There's a mod I haven't tried on Nexus called "Friendly Hits up to 20 Points" that should do the job.

Or you can create a mod yourself. It's easy. Get the Construction Set and load the Oblivion.esm data file. Then choose the Gameplay - Settings... option on the menu. Find the "IFriendHitAllowed" (just start typing it when the list is active). Change the Numeric Value from 3 to something larger and then click Apply. Finally, choose a File - Save from the menu and name your new ESP file.
User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Sat Aug 27, 2011 4:57 am

The number of times is a game setting that affects all NPCs, so I wouldn't think of changing it for Vilja. There's a mod I haven't tried on Nexus called "Friendly Hits up to 20 Points" that should do the job.

Or you can create a mod yourself. It's easy. Get the Construction Set and load the Oblivion.esm data file. Then choose the Gameplay - Settings... option on the menu. Find the "IFriendHitAllowed" (just start typing it when the list is active). Change the Numeric Value from 3 to something larger and then click Apply. Finally, choose a File - Save from the menu and name your new ESP file.



Thanks for that advice, I will give this a go. Keep up the good work.
User avatar
Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Sat Aug 27, 2011 7:50 am

Is there a way to make Vilja wear circlets from the mod KD Circlets (OOO version)? There are screenshots of Vilja wearing circlets on the Nexus page, but I don't know if there from KD Circlets. She will not wear the circlets I place in her inventory, is that because the tail slot is being used by the mod (like the ring on her right hand)?
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Sat Aug 27, 2011 5:43 am

Is there a way to make Vilja wear circlets from the mod KD Circlets (OOO version)? There are screenshots of Vilja wearing circlets on the Nexus page, but I don't know if there from KD Circlets. She will not wear the circlets I place in her inventory, is that because the tail slot is being used by the mod (like the ring on her right hand)?

Usually NPC can't use tail slot items. Vilja is not an exception. You can either tweak with CS or another tool and make an amulet or ring version or search for a mod that let NPC use the tail slot (I wouldn't do that. high conflict potential IMO).
User avatar
Tanika O'Connell
 
Posts: 3412
Joined: Fri Jan 26, 2007 1:34 am

Post » Sat Aug 27, 2011 10:33 am

Boy, it's been awhile, but I had her wearing KD's circlets, not sure if they were tail slots or not, but the "4% Sheild" would cause a repeatable crash, I Belive it was any transition through a load door, but I dumped the mod several monthe ago...
User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Sat Aug 27, 2011 2:26 am

The mod I'm talking about

http://www.tesnexus.com/downloads/file.php?id=10670

has two versions, the one I am using is:

KDCircletsOOOOptimized - NPC Equip.esp - This adds circlets to all pertinent leveled lists and activates the script that auto-equips the circlets on (non-beast race) NPCs if present in their inventories. Clipping between circlets and helmets may result.

Would this scrip work on Vilja? (I get the impression this is a global script)

Boy, it's been awhile, but I had her wearing KD's circlets, not sure if they were tail slots or not, but the "4% Sheild" would cause a repeatable crash, I Belive it was any transition through a load door, but I dumped the mod several monthe ago...


Hmm.. I've seen other NPCs go through load doors with them equipped, I wonder what would cause this.
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Sat Aug 27, 2011 12:07 am

It appeared to be only that one in particular, I could take her entire inventory, and give her just that circlet, I'd crash, but if she didn't have it, no problems.
It Was the OOOptimized mod. but it was an older version of Vilja... pretty sure Refscope reported it active on her...
User avatar
Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Sat Aug 27, 2011 4:45 am

Well I figured out what my problem was. I enchanted the circlet with a mod called Advanced Magecraft (it supports multiple enchants on one item). Advanced Magecraft strips all scripts off the items when moving enchantments, and since the equip scripts are on the circlets themselves... Advanced Magecraft also supports saving the enchantments to sigil stones, I will have to test weather or not the scripts will survive enchantment from those sigil stones.

BTW. I am very impressed with all aspects of this mod. I do not feel like I am baby sitting Vilja, she takes instructions very well, can handle reasonably difficult terrain, and doesn't go chasing off after enemies I didn't even see. I simply can't imagine that I will ever have a load order again that doesn't include Vilja.
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Fri Aug 26, 2011 9:13 pm

Vilja will equip the unmodified circlets without problem. Enchanting the circlets by sigil stone or enchanting alter break this. I think the problem is that the equip scripts call the items by editor ID, and enchanting creates a new item ID that is stored in the game save. So if this is the problem, (and I think it is) then custom circlets won't be equipped by any NPCs.

@ Brozly I didn't have a problem with load doors while she had a circlet equipped, but I didn't try it with that particular circlet.
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Sat Aug 27, 2011 6:50 am

I have never messed with Vilja but I have seen videos of it and as a fellow modder I want to just let you know that you have my utmost respect for making such a breathtaking mod. The fact that you're so involved with all the working parts of your work and still manage to provide an exceptional mod is just awe inspiring. Whenever I decide to stop modding Oblivion and actually...play the game, your mod will be one of my first downloads. Keep up the amazing work!
User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Fri Aug 26, 2011 6:58 pm

Emma:

If and when you release an OBSE version of Vilja would you consider adding support for Oblivion XP? I requested a patch in the Oblivion XP thread for the current Vilja version.

Thanks
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Sat Aug 27, 2011 7:47 am

I can look at doing a patch for Oblivion XP, but it would be better if you could incorporate support for it, Emma. It's really easy and I'll be happy to give you a hand.

I didn't realize Companion Vilja had quests!
User avatar
Scarlet Devil
 
Posts: 3410
Joined: Wed Aug 16, 2006 6:31 pm

Post » Sat Aug 27, 2011 10:59 am

The number of times is a game setting that affects all NPCs, so I wouldn't think of changing it for Vilja. There's a mod I haven't tried on Nexus called "Friendly Hits up to 20 Points" that should do the job.

Or you can create a mod yourself. It's easy. Get the Construction Set and load the Oblivion.esm data file. Then choose the Gameplay - Settings... option on the menu. Find the "IFriendHitAllowed" (just start typing it when the list is active). Change the Numeric Value from 3 to something larger and then click Apply. Finally, choose a File - Save from the menu and name your new ESP file.


Or .. If they are using Wrye Bash - Use the Tweak Settings http://www.bild.me/bild.php?file=5996524Capture1.PNG

save a few esp slots for something else.

Right click it for options http://www.bild.me/bild.php?file=8851049Capture2.PNG
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Sat Aug 27, 2011 6:22 am

I can look at doing a patch for Oblivion XP, but it would be better if you could incorporate support for it, Emma. It's really easy and I'll be happy to give you a hand.

I didn't realize Companion Vilja had quests!


Me, I didn't realize Vilja's quests weren't gaining me any xp points :lmao:
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Sat Aug 27, 2011 12:45 am

Me, I didn't realize Vilja's quests weren't gaining me any xp points :lmao:


Neither did I until I did the quest to find that Hunger picture and no XP points.
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Sat Aug 27, 2011 1:10 am

Emma:

If and when you release an OBSE version of Vilja would you consider adding support for Oblivion XP? I requested a patch in the Oblivion XP thread for the current Vilja version.

Thanks



I can look at doing a patch for Oblivion XP, but it would be better if you could incorporate support for it, Emma. It's really easy and I'll be happy to give you a hand.

I didn't realize Companion Vilja had quests!



Me, I didn't realize Vilja's quests weren't gaining me any xp points :lmao:



Neither did I until I did the quest to find that Hunger picture and no XP points.

So the idea would be to asign each Vilja's quests the propper amount to XP? Well, I think if someone knowing "Oblivion XP" could give a list of different vanilla quest XP gain (the rules for giving XP could be handy also), someone knowing "Companion Vilja" (and some of those quests) could calculate the ammount of XP each of the Vilja's quest should give.
User avatar
Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Sat Aug 27, 2011 9:29 am

So the idea would be to asign each Vilja's quests the propper amount to XP? Well, I think if someone knowing "Oblivion XP" could give a list of different vanilla quest XP gain (the rules for giving XP could be handy also), someone knowing "Companion Vilja" (and some of those quests) could calculate the ammount of XP each of the Vilja's quest should give.


That's up to Emma. There are no set rules. I have some guidelines in the Oblivion XP thread, but if Emma contacts me, I'll gladly give her some suggestions based on the complexity of the quests.
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Sat Aug 27, 2011 12:40 am

If and when you release an OBSE version of Vilja would you consider adding support for Oblivion XP? I requested a patch in the Oblivion XP thread for the current Vilja version.

There won't be an OBSE-dependent version of Vilja, but there are already some OBSE features in the mod so I don't think there's any technical problem with adding XP support.

But, I'm not sure that XP rewards are appropriate. In the standard leveling system there's very little from the Vilja mod that would help you increase your skills or level. The challenges and rewards are more of a role-play feature than a game feature. I don't even think of the quests as player quests, but as Vilja's quests and little notes to help you keep track of the flow of her story (and know how to help her).

Vilja herself is the reward for doing the quests in my opinion.

Let the counter arguments begin.
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Fri Aug 26, 2011 9:21 pm

There won't be an OBSE-dependent version of Vilja, but there are already some OBSE features in the mod so I don't think there's any technical problem with adding XP support.

But, I'm not sure that XP rewards are appropriate. In the standard leveling system there's very little from the Vilja mod that would help you increase your skills or level. The challenges and rewards are more of a role-play feature than a game feature. I don't even think of the quests as player quests, but as Vilja's quests and little notes to help you keep track of the flow of her story (and know how to help her).

Vilja herself is the reward for doing the quests in my opinion.

Let the counter arguments begin.


Vilja's quests are like any othe rin vanilla. Get mission, find object, return object, get experience.

Vanilla equivalent: Go fish, the invisibility quest in Aleswel, Paranoia, etc.

Vilja quests I know of:
Find the book Tamriel Flora Illustrated - OK, easy, 50 points
Find picture of Shy Root Hunger - Some leg work, easy, 50 points
Started a quest involving Hlalu - never finished, but it had some work so 150 points
Havent got much further than that unfortunatelly.

So IMHO don't get hung up on the 'Quest' word and leveling in general, instead look at it specifically for Oblivion XP and how it works for leveling. Other leveling systems I do not think do this other than awarding fame in some cases, but the nature of Oblivion XP relies on rewards for most all your actions.

Now if you already use some OBSE functionality then perhaps this can help:

Adding Oblivion XP Support

How do I make my mod support Oblivion XP? Excellent question

If your mod requires OBSE, then all you need to do is add a couple of lines of code to the result script for the quest completion stage, as follows:


if ( isModLoaded "Oblivion XP.esp" )
runScriptLine "set ObXPMain.interOpGainedXPMessage to sv_Construct %qCompleted the blah blah quest%q"
runScriptLine "set ObXPMain.interOpGainedXP to 100"
endif
Replace "blah blah" with the name of the quest. Replace the 100 in the second line with the number of points you wish to award.

Point guidelines:

* For simple quests that really only require you to talk to somebody, you would award about 50 pts. The Deliver the Amulet quest is a good example. The master training quests in which all you need to do is find the trainer and talk to him are also good examples.
* For quests that involve you doing bit of leg-work, you would award about 100 pts. The miscellaneous quests "The Potato Snatcher", "Raid on Greyland", "Go Fish" or "Bear Season" are all good examples.
* For quests that involve a small dungeon dive and retrieval you might award about 150 pts. The Daedric Shrine quests all fall into this category. "Find the Heir" or "Weynon Priory" are also examples.
* For quests that involve a more extensive dungeon dive or a lot of running around, you might award 200 to 250 pts. This is typically the upper limit.


Oblivion XP will handle everything else, including scaling those points to the player's level.

If your mod doesn't require OBSE and you don't want to add it, then let me know and I will see about creating a patch for it. Patches will be posted as extra files on the Obivion XP download page. The downside to doing a separate patch is that if a mod is changed, then the patch will become obsolete unless it is updated as well.
User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Sat Aug 27, 2011 8:36 am

This mod looks awesome, but I'm having problems using it.

When I select "Let me check your gear...", nothing happens.

I'm using Standalone Wrye Bash 294.2, OOO, MMM, Better Cities, Harvest Flora, and others. Vilja 3.0.2 Customized with the Moonshadow Elf (Stranger) ESP by Xtudo.

I go to Weynon Priori, tell her to Gather ingredients, then go get the quest from the Brother. I come out, let her do her things a bit longer (picking up herbs in the garden), then I use the Summon Spell to Signal her to come to me, she doesn't respond, then I summon her. At this point I can't open her inventory. I try resetting the AI with the Combat-Start spell, still no inventory.

I hope you guys can help me out, looking forward to playing this mod.
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Sat Aug 27, 2011 8:29 am

This mod looks awesome, but I'm having problems using it.

When I select "Let me check your gear...", nothing happens.

I'm using Standalone Wrye Bash 294.2, OOO, MMM, Better Cities, Harvest Flora, and others. Vilja 3.0.2 Customized with the Moonshadow Elf (Stranger) ESP by Xtudo.

I go to Weynon Priori, tell her to Gather ingredients, then go get the quest from the Brother. I come out, let her do her things a bit longer (picking up herbs in the garden), then I use the Summon Spell to Signal her to come to me, she doesn't respond, then I summon her. At this point I can't open her inventory. I try resetting the AI with the Combat-Start spell, still no inventory.

I hope you guys can help me out, looking forward to playing this mod.

Are you using the CBash.dll to build your bashed patch? If so, check the Wrye Bash thread because CBash has a lot of problems and one of them causes Vilja's equipment sharing to break.
User avatar
Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Fri Aug 26, 2011 11:23 pm

Just finished the quest. I have to thank you for the amazing work, Vilja is one of the greatest gaming experience I ever had. I'll have her by my side in every oblivion run from now on.

Oh, and sometimes she's so hilarious! See http://www.youtube.com/watch?v=ki0aiI95epc [sorry for the low framerate, it's fraps halving it]
User avatar
suniti
 
Posts: 3176
Joined: Mon Sep 25, 2006 4:22 pm

PreviousNext

Return to IV - Oblivion