[RELZ]Companion Vilja ver 2.1 - thread no 2

Post » Mon Nov 01, 2010 10:51 am

We tried to set her skills so that she will choose the right weapon, but the game AI is doing the picking. The quality of the weapons matters, so if it's a fairly powerful bow and a rather ordinary sword she'll prefer the bow even if you want her to fight with the sword. Either find her a better sword or a lesser bow and she should do the right thing. She will also switch to using the sword if the enemies get close to her, so she should properly switch to using the sword during combat even if she's wearing the bow for traveling.

If you use DarnUI you don't have to scroll to get to the easy access "Follow/Wait/Wander" entries at the bottom of her menu. And I like to think of switching into and out of armor as a double click since it's always the top item on the top sub-menu.



I probably have a language problem here :P. I thought 'have her bow on her back' would mean that she didn't use it at all? Oh well, my mistake :).
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ImmaTakeYour
 
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Post » Mon Nov 01, 2010 6:08 pm

I managed to run into a dungeon with all sorts of nasty enemies, found a chest with a 'very hard' lock level, used a scroll to unlock it, and found an enchanted ebony longsword inside. At level 2. Then I ran away quickly.

Because I'm skilled with blunt weapons instead I gave the weapon to Vilja, and continued to use my crappy Rockshatter mace. Now it feels like I'm her sidekick. :P

On the other hand, Vilja does like getting herself into trouble... http://i50.tinypic.com/29oqx6d.jpg Poor girl. :shakehead:

Oh, I remember that dungeon quite well now, but the player must be gentle and kind to her if she is gonna to help her sister in the end. :D
The last time I was in that cave with Vilja was a real nightmare, because the player was forced to use her summoning spell constantly to bring her back after she was stucked somewhere else.
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lexy
 
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Post » Mon Nov 01, 2010 9:53 pm

Thanks for the tips cdcooley and Emma.

cdcooley - please accept my apologies for not congratulating you earlier for Vilja - reading the readme, In understand that the credit goes equally to you and Emma. Great scripting there! :goodjob:

Emma: I meant that she had her bow equipped (on her back as companions place items sheathed/on back while in non-aggresive stance). No worries.

I find it quite quirky that Vilja pronounces "alchemist" as al-shay-mist. Makes me want to get her some strawberries. Also, as somebody who did not play Morrowind, is "Vivec" pronounced as Vyvec (like Vilja says it), or Vee-vek (as I thought it said)?
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Alycia Leann grace
 
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Post » Mon Nov 01, 2010 11:38 pm

If you download ver 2.1, this incompatibility has been cured. :)


I'm already using the v 2.1. the problem still persists. But I'll try the fix recommended by cdcooley.
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Eduardo Rosas
 
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Post » Mon Nov 01, 2010 4:38 pm

There is a general bug that affect all companions (and in a limited way also other npcs). Sometimes, they will simply stop using arrows and fire an empty bow. Cellchanges generally brings them back to normal (so there's a good chance that they will use the bow properly during a dungeon crawling). It seems to affect you a *lot* more if you are using Shivering Islands. There currently doesn't exist any working solution for this bug. I have mentioned the problem in the readme. Hopefully, we will eventually sort out this issue as well (well.... it will hardly be *I* who sort it out as I suspect scripting abilities way above mine are needed :rolleyes: ), but Vilja ver 2.1 is just as bad with this as the rest of the Oblivion companions.


Either this happens A LOT or Vilja is a rather terrible archer (but don't tell her that). I gave her a bow enchanted with shock damage so it should be obvious when she hits but I haven't seen a hit yet. I HAVE seen her hitting enemies with the bow but only a couple of times and quite a long time ago by now.
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Nathan Barker
 
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Post » Mon Nov 01, 2010 7:06 pm

Emma, you seem to have not seen my previous post, at the end of the previous page. I repost it here, ;)

Dear Emma,

This companion mod is wonderful! It is so innovative, lively, and she even recognizes the main companions released around here!
Your work is outstanding! I also have downloaded your Aleswell cottage, and it complements nicely the experience. One little thing: in the cottage, Vilja needs me to show her where her bed is, I think it is due to the room separation. I love your cottage, one little thing, if I may ask, could you put all the living area (main room and chambers, not the basemant) into only one space, so that my other companions would find the beds and use the whole house. I use Stoker and Ramy's Enfant, and they just stay in the entrance. Oh, and BTW, could Vilja recognize Ramy in a future version?

One last thing, Vilja often asks for a pet, would be nice if we could offer her one, that she would recognize and name, and even banter with. Could be funny to have her pet her cat/rabbit/dog (whaterver) when she's home.

Finally, just a huge thank you!

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Lindsay Dunn
 
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Post » Tue Nov 02, 2010 12:17 am

*dramatic gasp*, *eyes widen*, *blink, blink*, *dramatic faint*

Version two? DR6, UV2, Vilja 2... Oh dear, I really picked the best moment for re-updating my modlist, seems that my primary game-to-play-day-and-night during these vacations will be TES4 after all. Who would think...
I want to officially thank you, Emma, for your existence, keep up the excellent work and... stand still while I try sculpt your statue.

Yay, version two is now slowly, but resolutely downloading, so, to kill the time, I'll ask a question:
Does Vilja recognise if the player, or she herself, is a vampire? If so, how does she react? Since I was planning on turning her into one after http://www.gamesas.com/index.php?/topic/1099747-unholy-darkness-complete-vampire-overhaul/ is released, I'd like to know if you've foreseen this eventuality.

Alone and separately these mods can make Oblivion a decent game, together... mmm... nummy.


Well, TES4 might be a little 'aged' by now, but that should also mean that there are much, much more mods to choose among now than what it was some years ago :). So it probably has plenty of new things to offer.

When you tinker on that statue, you'd better make one for CDCooley as well, cause even if I have provided the character, voice and story, he has done all the scripting rework, which is probably the biggest improvement in this version compared to the original one. ;).

There is no special dialog added for vampirism, not for the player being a vampire, and not for Vilja being a vampire. This might come in later versions, though. Question is how much she *should* remark on that the player is a vampire.. If she is not a vampire, herself, I guess it would be logical if she was concerned at the hours of sunrise...

Anyway, hope you will enjoy Vilja's company, whether or not she and/or you are vampires. :)
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alicia hillier
 
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Post » Mon Nov 01, 2010 5:04 pm

There is no special dialog added for vampirism, not for the player being a vampire, and not for Vilja being a vampire. This might come in later versions, though. Question is how much she *should* remark on that the player is a vampire.. If she is not a vampire, herself, I guess it would be logical if she was concerned at the hours of sunrise...

Anyway, hope you will enjoy Vilja's company, whether or not she and/or you are vampires. :)

I don't think she necessarily has to be Concerned, but she Should have the Awareness, I would think it to be rather Obvious ... B)

**As for the Dark Brotherhood, I'll generaly leave any Companions home to Rest, while I'm conducting any kind of Bussiness... :ninja:
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Jason King
 
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Post » Mon Nov 01, 2010 11:59 pm

Dear Emma,

This companion mod is wonderful! It is so innovative, lively, and she even recognizes the main companions released around here!
Your work is outstanding! I also have downloaded your Aleswell cottage, and it complements nicely the experience. One little thing: in the cottage, Vilja needs me to show her where her bed is, I think it is due to the room separation. I love your cottage, one little thing, if I may ask, could you put all the living area (main room and chambers, not the basemant) into only one space, so that my other companions would find the beds and use the whole house. I use Stoker and Ramy's Enfant, and they just stay in the entrance. Oh, and BTW, could Vilja recognize Ramy in a future version?

One last thing, Vilja often asks for a pet, would be nice if we could offer her one, that she would recognize and name, and even banter with. Could be funny to have her pet her cat/rabbit/dog (whaterver) when she's home.

Finally, just a huge thank you!


Karrakaz, thank you :)

I did see your post earlier tonight, but I have been in the middle of the evening chores, so I have only replied to what appeared to be potential problems :)

Now the daughter is finally asleep and the house is quiet...

There is a reason why I cannot place all the parts of the Aleswell cottage into one cell. It's because the cottage interior is built of *parts* of two different house-blocks. I tried to put them in one cell, but that turned out to be very companion-unfriendly - companions ended up at the wrong side of teleport doors and acted very weird. So in the end I had to decide on making the Aleswell cottage two interior cells + basemant.

Now, this shouldn't be a problem with Ramy's Enfant or Stoker wolf. Both these mods have the option to show the companions to a bed in a separate cell, and I believe that at least for Ramy's Enfant, this works very well. (I haven't tested with Stoker, just noticed that there was a topic for this in his topics list). So, drag the Enfant and Stoker with you to the 2nd floor and show them in which beds you want them to sleep, and they should then go there to rest during the night. (with them and Vilja sleeping upstairs, you'll obviously be the one who'll have to share the basemant with the potential rats ;)).

If you don't like the setup with two interior cells, may I suggest that you try my http://www.tesnexus.com/downloads/file.php?id=28712 instead? It reminds of the Aleswell cottage but is only one cell, it's situated next to Roxey Inn, not far from Aleswell, and from the backside garden it has a view over the lake and the Imperial City that is as lovely as in Aleswell.

I was thinking of adding in unique dialog for Ramy's Enfant for Vilja, but decided not to do this at this point, simply because I'm not sure of who this companion 'is' yet. I.e. I have been running around with her and she is neither child nor advlt. I think I have to play a little more with her first. The same goes for Ruin Tales - I know he has a very indepth character, and I felt it wasn't 'fair' to him to add in dialog without first learning to know him properly ingame. But I'm indeed intending to expand on this, as well as the 'quest-pvssyr' where I haven't added anything at all to DB-quests and very little to Thieves Guild.

As for your last question
Spoiler
I take it you haven't played through both the quest-lines yet :)

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FABIAN RUIZ
 
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Post » Mon Nov 01, 2010 1:19 pm

XD she was saying Dust, Dust, dust everywhere when I went into oblivion, she really feels alive at several quests she had to say something about it!!


You have started a new character, then? :)

It's great to hear that her quest-pvssyr shows up as it should - I haven't tested it all, but tried to read through the dialog filters carefully so that it should work out all right.
If one adds Vilja mid-game, there will obviously be less quest-pvssyr for her to say...
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Nikki Morse
 
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Post » Tue Nov 02, 2010 4:17 am

Karrakaz, thank you :)

I did see your post earlier tonight, but I have been in the middle of the evening chores, so I have only replied to what appeared to be potential problems :)

Now the daughter is finally asleep and the house is quiet...

There is a reason why I cannot place all the parts of the Aleswell cottage into one cell. It's because the cottage interior is built of *parts* of two different house-blocks. I tried to put them in one cell, but that turned out to be very companion-unfriendly - companions ended up at the wrong side of teleport doors and acted very weird. So in the end I had to decide on making the Aleswell cottage two interior cells + basemant.

Now, this shouldn't be a problem with Ramy's Enfant or Stoker wolf. Both these mods have the option to show the companions to a bed in a separate cell, and I believe that at least for Ramy's Enfant, this works very well. (I haven't tested with Stoker, just noticed that there was a topic for this in his topics list). So, drag the Enfant and Stoker with you to the 2nd floor and show them in which beds you want them to sleep, and they should then go there to rest during the night. (with them and Vilja sleeping upstairs, you'll obviously be the one who'll have to share the basemant with the potential rats ;)).

If you don't like the setup with two interior cells, may I suggest that you try my http://www.tesnexus.com/downloads/file.php?id=28712 instead? It reminds of the Aleswell cottage but is only one cell, it's situated next to Roxey Inn, not far from Aleswell, and from the backside garden it has a view over the lake and the Imperial City that is as lovely as in Aleswell.

I was thinking of adding in unique dialog for Ramy's Enfant for Vilja, but decided not to do this at this point, simply because I'm not sure of who this companion 'is' yet. I.e. I have been running around with her and she is neither child nor advlt. I think I have to play a little more with her first. The same goes for Ruin Tales - I know he has a very indepth character, and I felt it wasn't 'fair' to him to add in dialog without first learning to know him properly ingame. But I'm indeed intending to expand on this, as well as the 'quest-pvssyr' where I haven't added anything at all to DB-quests and very little to Thieves Guild.

As for your last question
Spoiler
I take it you haven't played through both the quest-lines yet :)




Thank you for the answer! I love your Aleswell and Roxey cottage, but there is a little bit something that makes me make Aleswell more, maybe the lighting, that is really nice in the first floor! Plus, these are really cheap (yep, I'm high level but that's for testing purpose, soon, my character will have no money). Concerning the bed, well, since I romance Stoker, he'll obviously be the one to give me his place in bed, lady's first!
I understand your trouble for ruin, especially since his quest would also mean that Vilja's comments should change over time. About Ramy, I definitly think she was intended to be a child, or at least a young teenager. Her animations, her teddy bear... she is a child. I play her as a mage/healer for roleplaying purpose. I can't see a young girl like her doing melee combat, even if the option is present I think. Too bad that the modder has abandoned this mod and did not create more proper armors for her.
I'm really glad you decided to mod for oblivion after all, I played with some of your mods translated in French for Morrowind, and they were great! If you ever intend to do an equivalent of your children mod again, or do a romanceable male companion (though the voice acting could be a problem there), I'll love you eternally ;)
Thank you for the hard work, I'll be sure to post more feedback when I'll have finished the storyline of Vilja!
I haven't finished Vilja's quest at the moment, so thanks for the spoiler mark, I'm really excited now to see what will happen!
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Enie van Bied
 
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Post » Mon Nov 01, 2010 8:24 pm

Ah, interesting! :)
Now, if you use this mod, will the companion's inventory be emptied of *all* arrows? I mean, if I give her 50 steel arrows, 10 enchanted ones, 25 glass arrows, 25 silver arrows... Will that mean that she fires a predefined number of shots, say for instance 25, and then all arrows will be removed?



No, none of the NPC arrows are removed, instead the NPC is prevented from using the bow after firring the qty (20 or what ever you set it to). Then if the NPC is left alone long enough (is not actively blocking, dodging or attacking ) they refill their quiver with more arrows from their normal inventory. What that means is that they are given the ability to use the bow again!


Yep, she is fully voiced, currently between 2400 and 2500 voice lines :). All with strong sveeedish-english accent...



Best kind of accent to my ears! :hubbahubba: This is crazy good! Is this the first fully voice acted companion for Oblivion? I cannot think of any other that did not use caned speech from the game of other sources. Many of the features I wanted to put in my The Lady Said No companion mod were never attempted at all because I could not find the voice files from the game that would work.


Of all the features we wanted to implement in Vilja, there was one we didn't do in this version... I wanted to add some kind of long-term-disposition for her, i.e. something like what you did with your lady. But we added and added things until we hardly knew what was there in ver 1 and what was new, and felt that it was time to stop for this time, while we still were reasonable able to keep track on things. It's something I would like to implement in upcoming versions, though... as it is now, it's way too easy to keep her happy by just giving her enough strawberries, sweetrolls, and do other things she likes.



Believe me I know what you mean, that is the reason I retired my companion mod, the number of thinking loops for her psychology (circular logic branches that had to interact with each other but run at the same time) went way WAY pass the normal 7 loop limit programmers are warned to try to stay under. And I am not a talented programmer, I consider myself clever and tenacious with a intuitive skill for Relay Logic but otherwise a poor script writer! Relay Logic is what is used in a hard wire, no micro controller, poor man's version of a control systems for animatronics. "If this happens then do that - but not if the other thing happens - and only when this happens" kind of thing using simple sensors, relay switches and electric timers! My professional skills with Relay Logic is what I depend on in mod scripting.

You have given me an idea for a new mod, Duke Patrick's Actors Have Memory Now! Token script that allows the NPC to use pass disposition events with the player to modify their current disposition... I have most of the work done already from my The Lady Said No Companion mod.


Is your approach for combat technique also OBSE-based?



I cannot mod with out OBSE anymore. There are too many ways to solve Vanilla script bugs with OBSE to not use it these days. Why do you ask, id your companion mod NOT using OBSE?
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naana
 
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Post » Mon Nov 01, 2010 4:16 pm

Running into some issues, don't know if it's Vilja or a mod conflict. Sometimes during a battle, Vilja goes into fleeing state and runs away. Maybe it is intended behaviour for when a fight get too tough?

Either way, when she fled I tried to get her back with the summon spell. This didn't really work. I encountered another enemy and suddenly Vilja was back, but wouldn't attack the enemy. When I started to fight an enemy, she did nothing. Once the fight was over, and I still had my weapon out, Vilja would also unsheath her weapon. During fights she does nothing except following me and casting healing spells when hit, she wouldn't attack anyone else.

When I activated her again after the battle, it didn't say she was fleeing, but I couldn't engage conversation either. And her head started to twitch, maybe she tried to talk to me too because of the summon spell?

It's all a bit odd.

Edit: Some more thoughts. I used 'killall' to make sure all the enemies in the dungeon I was in were dead. While Vilja was unconscious, I could wait. When she wasn't, it would say there are enemies nearby. So I think what's going on is that Vilja is somehow attacking my character?

Edit 2: Tried the Vilja attack command spell. She attacked the targeted enemy fine, but afterwards returned to the fleeing state again. It appears she's fleeing from me!

So I can't talk to Vilja at all now. Is there a way out of the fleeing state? I've tried all sorts of console commands. SCAOnActor (stop combat all), stopcombat, stopcombat player, evp. Even 'startcombat player' to see if she would attack, which she wouldn't. I tried knocking her out and waiting for a few hours but that didn't help either, she wouldn't be fleeing anymore but I wouldn't be able to talk to her and it keeps saying there are enemies around. And then if I'd cast a spell on someone for her to attack, she would attack it and go into fleeing mode again afterwards as before.

The resurrect command would work of course but that's not really an option.
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Julie Serebrekoff
 
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Post » Mon Nov 01, 2010 5:26 pm

Running into some issues, don't know if it's Vilja or a mod conflict. Sometimes during a battle, Vilja goes into fleeing state and runs away. Maybe it is intended behaviour for when a fight get too tough?

Either way, when she fled I tried to get her back with the summon spell. This didn't really work. I encountered another enemy and suddenly Vilja was back, but wouldn't attack the enemy. When I started to fight an enemy, she did nothing. Once the fight was over, and I still had my weapon out, Vilja would also unsheath her weapon. During fights she does nothing except following me and casting healing spells when hit, she wouldn't attack anyone else.

When I activated her again after the battle, it didn't say she was fleeing, but I couldn't engage conversation either. And her head started to twitch, maybe she tried to talk to me too because of the summon spell? Anyway it was not until we were outside and the enemies were gone that I could speak to her again.

It's all a bit odd.

Edit: Some more thoughts. I used 'killall' to make sure all the enemies in the dungeon I was in were dead. While Vilja was unconscious, I could wait. When she wasn't, it would say there are enemies nearby. So I think what's going on is that Vilja is somehow attacking my character?

Edit 2: Tried the Vilja attack command spell. She attacked the targeted enemy fine, but afterwards returned to the fleeing state again. It appears she's fleeing from me!

No really, it seems that you have encounter a scripting issue with her, because I've seen it before in others companions and sometimes even in the CM Partners mod. That's a common script issue with the most companion mods.

There is a several mod authors who have pointed out these script problems in the mods readme's.
To solved this you need to save (quick / normal) and reload your game again should fix it.

There is distinct behaviour on the their faces it's more like they try to talk but the mouth is frozen. Have you seen that before?
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Sammygirl
 
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Post » Mon Nov 01, 2010 5:09 pm

:D you're mod actually inspired to make my own companion-mod :) and the dialogue is amazing :D I hope you make more (mabye you can make Dialogue for Heart of the Dead companions?)
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JaNnatul Naimah
 
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Post » Mon Nov 01, 2010 4:56 pm

No really, it seems that you have encounter a scripting issue with her, because I've seen it before in others companions and sometimes even in the CM Partners mod. That's a common script issue with the most companion mods.

There is a several mod authors who have pointed out these script problems in the mods readme's.
To solved this you need to save (quick / normal) and reload your game again should fix it.

There is distinct behaviour on the their faces it's more like they try to talk but the mouth is frozen. Have you seen that before?

I think it could be that. Still, saving and reloading didn't solve my problem. Even exiting Oblivion completely didn't help.

In the end I managed to solve it by fast travelling away somewhere. First time it didn't help, the second time she started to pick a fight with the guards (I assume the guards attacked her because she was sort of attacking me) but the third time everything worked fine again.


Maybe this could be solved by setting her confidence to 100 instead of 75? I don't mind if she flees, it is something I'd expect her to do when in grave danger but if it is the cause of the issues I'm having I think it's best if she doesn't flee at all.
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Raymond J. Ramirez
 
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Post » Tue Nov 02, 2010 2:45 am

I think it could be that. Still, saving and reloading didn't solve my problem. Even exiting Oblivion completely didn't help.

In the end I managed to solve it by fast travelling away somewhere. First time it didn't help, the second time she started to pick a fight with the guards (I assume the guards attacked her because she was sort of attacking me) but the third time everything worked fine again.


Maybe this could be solved by setting her confidence to 100 instead of 75? I don't mind if she flees, it is something I'd expect her to do when in grave danger but if it is the cause of the issues I'm having I think it's best if she doesn't flee at all.

It's good that you finally found a solution for this, but any question about the settings or what ever is not my expertise because I don't have any knowledge of anything in the cs. :blush:

I think CDCooley or Emma can give you much better answers to your questions than me. :)
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Causon-Chambers
 
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Post » Mon Nov 01, 2010 2:45 pm

It's good that you finally found a solution for this, but any question about the settings or what ever is not my expertise because I don't have any knowledge of anything in the cs. :blush:

I think CDCooley or Emma can give you much better answers to your questions than me. :)

Could try Calm or Charm spells...
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michael danso
 
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Post » Tue Nov 02, 2010 12:14 am

Could try Calm or Charm spells...

I doubt that's curing this script issue. :)
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Alexander Horton
 
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Post » Mon Nov 01, 2010 11:23 pm

I am 80% sure it's an issue with Reneer's Guard Overhaul now, which would still happen with 100 confidence, I will investigate further.
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Liii BLATES
 
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Post » Mon Nov 01, 2010 10:07 pm

I am 80% sure it's an issue with Reneer's Guard Overhaul now, which would still happen with 100 confidence, I will investigate further.


Right.. that's interesting. I haven't ever spotted the problem you describe, it sounds most reasonable that it's some kind of mod conflict, alternatively the result from some kind of 'scare' spell, maybe a modded one. (Think: spell that adds 'scare' and 'confusion')

She is not scripted to run, and with a confidence of 75 she normally shouldn't.

There is one trick that almost always helps if something goes completely lunatic with a companion or any other npc. As you are a modder, you probably already know about this, but in case you don't or in case others are reading here as well:

Leave the companion and stay away from her for +72 game hours. (Go and rest somewhere). When you return the behaviour should be back to normal again. If your problems happen repeatedly, this is of course not a long-term solution, but it can at least be used to sort out an ongoing problem.



I doubt that's curing this script issue. :)



What script issue?

I believe that what you described earlier was the double face bug, which is generally a result of altering the load order mid-game. It is sorted by running Wrye bash.


Unless CDCooley says this is indeed a script issue, I'll claim it is *not*. It *could* be an AI-issue, but more likely it is a mod conflict.
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Chelsea Head
 
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Post » Mon Nov 01, 2010 10:00 pm

[quote name='spookyfx.com' date='02 July 2010 - 01:34 AM' timestamp='1278048840' post='16113122']
No, none of the NPC arrows are removed, instead the NPC is prevented from using the bow after firring the qty (20 or what ever you set it to). Then if the NPC is left alone long enough (is not actively blocking, dodging or attacking ) they refill their quiver with more arrows from their normal inventory. What that means is that they are given the ability to use the bow again!

Sounds interesting! How would this work on a companion. I mean, she is always active in the player's company, will she be able to 'refill her quiver' while running/walking etc?




[quote]
Best kind of accent to my ears! :hubbahubba: This is crazy good! Is this the first fully voice acted companion for Oblivion? I cannot think of any other that did not use caned speech from the game of other sources. Many of the features I wanted to put in my The Lady Said No companion mod were never attempted at all because I could not find the voice files from the game that would work. [/quote]

:) Thanks! Yes, I believe she is the first fully voice acted companion for Oblivion. There are some, like Viconia DeVir, that has quite a few voice entries, but it's not fully voiced and it uses two different voices.

I doubt it would have been possible to find any [s]lunatic[/s] voice actor who would have done all the voice acting I did for Vilja, so I can very much see why it would be a *lot* harder for you to gather the voices needed for your Lady.



[quote]Believe me I know what you mean, that is the reason I retired my companion mod, the number of thinking loops for her psychology (circular logic branches that had to interact with each other but run at the same time) went way WAY pass the normal 7 loop limit programmers are warned to try to stay under. And I am not a talented programmer, I consider myself clever and tenacious with a intuitive skill for Relay Logic but otherwise a poor script writer! Relay Logic is what is used in a hard wire, no micro controller, poor man's version of a control systems for animatronics. "If this happens then do that - but not if the other thing happens - and only when this happens" kind of thing using simple sensors, relay switches and electric timers! My professional skills with Relay Logic is what I depend on in mod scripting.[/quote]

I'm crap at scripting :). All the new scripting in Vilja ver 2 are by CDCooley. But as i am crap at scripting, I have learnt a lot about how to use dialog and voice entries to accomplish things. I would probably prefer an approach where you just have a few short vars in her script (mem1, mem2, mem3) and then I would have tried to do the rest with dialog, voices and various filters. (There are also plenty of the features described in the Vilja-readme that doesn't involve scripting at all, just usage of dialog, voices and filters)

[quote]You have given me an idea for a new mod, Duke Patrick's Actors Have Memory Now! Token script that allows the NPC to use pass disposition events with the player to modify their current disposition... I have most of the work done already from my The Lady Said No Companion mod.[/quote]

That sounds like a very interesting mod! I would love to see how that would work! :)


[quote]I cannot mod with out OBSE anymore. There are too many ways to solve Vanilla script bugs with OBSE to not use it these days. Why do you ask, id your companion mod NOT using OBSE?
[/quote]

Vilja is not dependant on OBSE and not on Shivering islands. There are some extremely minor features that will be missing if you having got OBSE and SI, that's all. I'm happy as long as it is possible to keep her independant, but would accept a dependancy if it later on became necessary for some reason.
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Kitana Lucas
 
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Joined: Sat Aug 12, 2006 1:24 pm

Post » Mon Nov 01, 2010 4:14 pm

We was running along through the forest and were Attacked by a couple Amazons, killed them off, and I proceeded running, when I noticed I'd lost Vilja, I could see her standing back there, so I ran back to investigate, she starts her ranting, bla bla blah," I can't move with all this Stuff", seams that a half dozen arrows were just a bit too much for her Encumberance... :rofl:
I felt bad... :wub:
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Avril Louise
 
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Joined: Thu Jun 15, 2006 10:37 pm

Post » Mon Nov 01, 2010 11:04 pm

:D you're mod actually inspired to make my own companion-mod :) and the dialogue is amazing :D I hope you make more (mabye you can make Dialogue for Heart of the Dead companions?)



You're own companion-mod? That's cool! :) Did you use CM Partners? Else, Neeshka is a very good template too.
I hope I'll make more companions, too, although it is so much work... so it won't happen anythime soone. I believe there are dialog for the Heart of the Dead companions? At least I have been told that they are probably the most talkative apart from Vilja and probably Arren.


(I think there are posts I haven't replied to earlier, I'll try to get back after finishing the evening chores :rolleyes:)
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Cathrine Jack
 
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Joined: Sat Dec 02, 2006 1:29 am

Post » Mon Nov 01, 2010 7:03 pm

I'm already using the v 2.1. the problem still persists. But I'll try the fix recommended by cdcooley.


If you turned her into a henchman before you upgraded to ver 2.1, maybe this is why the upgrade doesn't help you?
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Lauren Dale
 
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Joined: Tue Jul 04, 2006 8:57 am

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