[RELZ]Companion Vilja ver 2.1 - thread no 2

Post » Mon Nov 01, 2010 10:27 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)?


I must admit that the correct pronounciation is "Vee-vek". :blush:
(We actually discussed whether I shold re-record or not but decided against it... regardless what I do, I will make mistakes as english isn't my first language. I've also been told about my mistake with alchemist)
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Tina Tupou
 
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Post » Tue Nov 02, 2010 2:27 am

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.


This sounds worse than normal...
Is the bow a game-original bow, or something from a mod? I'm just thinking (without knowing) that something with this bow triggers the issue with empty bow. Have you noticed if she is equally lousy if you give her another, unenchanted, bow?
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Kerri Lee
 
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Post » Mon Nov 01, 2010 3:59 pm

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.

I have not digged into the plugin with the CS yet but if I'd have to make a guess I'd say it sets NPC confidence to 0 in combat sometimes to make them flee. I had this one guy with 100 confidence, I checked with the console and he still had those before the fight, but when he fled after 10 seconds of fighting or so and I checked again his confidence was 0.

I don't know if the mod also restores the confidence level after a while but with the whole attempt to summon Vilja back it wouldn't surprise me if the scripts got a little confused.
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Jenna Fields
 
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Post » Mon Nov 01, 2010 5:34 pm

I must admit that the correct pronounciation is "Vee-vek". :blush:
(We actually discussed whether I shold re-record or not but decided against it... regardless what I do, I will make mistakes as english isn't my first language. I've also been told about my mistake with alchemist)


Emma - speaking for myself I would not worry about the alchemist translation. I have heard that word pronounced at least two different ways in English. Most times it is spoken "Al - ck - mist" but there are some who say "Al - chem - ist".

Keep up the good work and I find Vilja to be very well done and an excellent companion! Although my current character (who is in the Dark Brotherhood) has to keep some secrets from her, and ask that she remain at home or wander around the city, as I think she would not prefer going out on a DB contract!
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Mrs shelly Sugarplum
 
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Post » Mon Nov 01, 2010 4:07 pm

This sounds worse than normal...
Is the bow a game-original bow, or something from a mod? I'm just thinking (without knowing) that something with this bow triggers the issue with empty bow. Have you noticed if she is equally lousy if you give her another, unenchanted, bow?


This was with an enchanted bow from OOO. I chose it so I'd notice her hits (shock damage) during fights. I'll try with an unenchanted vanilla bow instead.

After playing for a while with her I have to say that she is absolutely delightful. My favorite moment so far was probably in the Market District when my char gave her money to shop on her own and we would meet up at Merchant's Inn. She gave my char a bunch of ingredients - and after a short while she said that she wanted to go to Red Diamond Jewelry and asked that my char please would follow. And she promptly went there. I really liked that.
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celebrity
 
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Post » Mon Nov 01, 2010 9:33 pm

I have not digged into the plugin with the CS yet but if I'd have to make a guess I'd say it sets NPC confidence to 0 in combat sometimes to make them flee. I had this one guy with 100 confidence, I checked with the console and he still had those before the fight, but when he fled after 10 seconds of fighting or so and I checked again his confidence was 0.

I don't know if the mod also restores the confidence level after a while but with the whole attempt to summon Vilja back it wouldn't surprise me if the scripts got a little confused.


this sounds like a likely reason. Thank you for investigating it :) I hope the author will attend to the guard overhaul, as there obivously is no way we could cure it within the Vilja mod (I've read your posts in the other threads as well).
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Schel[Anne]FTL
 
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Post » Mon Nov 01, 2010 6:45 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:


Awww :).
Even if it's fully possible that those arrows was what made it impossible for her to walk any further... have you considered that she might have been affected by some kind of burden spell, maybe from the arrows? That would also make her encumbered.


Emma - speaking for myself I would not worry about the alchemist translation. I have heard that word pronounced at least two different ways in English. Most times it is spoken "Al - ck - mist" but there are some who say "Al - chem - ist".

Keep up the good work and I find Vilja to be very well done and an excellent companion! Although my current character (who is in the Dark Brotherhood) has to keep some secrets from her, and ask that she remain at home or wander around the city, as I think she would not prefer going out on a DB contract!


Thank you :). I think you are right about the Dark Brotherhood... Vilja would accept to tag along, but I can hardly imagine it really fits her character to murder people...


This was with an enchanted bow from OOO. I chose it so I'd notice her hits (shock damage) during fights. I'll try with an unenchanted vanilla bow instead.

After playing for a while with her I have to say that she is absolutely delightful. My favorite moment so far was probably in the Market District when my char gave her money to shop on her own and we would meet up at Merchant's Inn. She gave my char a bunch of ingredients - and after a short while she said that she wanted to go to Red Diamond Jewelry and asked that my char please would follow. And she promptly went there. I really liked that.


It would be really interesting to know if there is any difference in her behaviour when she is using a more common bow.

And great to hear that you do like her :). Hopefully she will continue to surprise you for a long time to come!
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LijLuva
 
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Post » Mon Nov 01, 2010 5:37 pm

Awww :).
Even if it's fully possible that those arrows was what made it impossible for her to walk any further... have you considered that she might have been affected by some kind of burden spell, maybe from the arrows? That would also make her encumbered.

And great to hear that you do like her :). Hopefully she will continue to surprise you for a long time to come!

I had her packed within a couple pounds from Max, I know how you Female type are about Variety... :P

I seem to be suffering my Fatigue bug again, her Stamina is over 900 for my last Several saves... :cry:
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Amy Gibson
 
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Post » Mon Nov 01, 2010 7:41 pm

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)



Yes, When I was taking about programing I meant using the dialog filters as well. About half of her speech was done with pure scripts and the other half with some intensive dialog tab manipulation. I learned how to work the dialog tab for the first time working on the Lady Said No. Those CS Tab dialog bugs were a nightmare! I had to spend one entire weekend completely writing the entire thing (all the dialog tabs) over from scratch line by line when it became "dirty" because I did not know about the CS bugs. :banghead:

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.



Wow , no OBSE for to control her combat? I am impressed!
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Ross Thomas
 
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Post » Mon Nov 01, 2010 6:13 pm

Wow , no OBSE for to control her combat? I am impressed!

We had very simple goals. Emma and I aren't really that interested in the combat portion of the game so we just wanted her to not be stupid. I think the most important goals were:

1) She should be able to stay out of combat when we ask.

Aggression set to 0 does that, in fact we keep her aggression at 0 most of the time.

2) She should defend herself if directly attacked and come to the player's aid only in a real emergency when asked to avoid combat.

Accomplished by boosting her aggression with OnHit and OnMagicEffectHit sections and a check against player health in her script.

3) Semi-intelligent switching between bow and sword but always trying to keep using the one the player wanted.

A few script tweaks to her skills, but they can't always compensate if the player gives her really mismatched equipment because the game will usually choose the best weapon. This could be improved.

4) She should not charge at every enemy on sight and enemies should not always target her so that the player gets a chance at combat.

Keeping her from attacking enemies is easy, keeping them from targeting her is hard. The only thing I found that worked was giving her a fairly high personality and tweaking faction disposition reactions toward her faction for all of the standard enemy factions. Fortunately it seems that most modders do put their enemy NPCs into the game's enemy factions and their creatures into the creature factions. She'll still target some mod-created enemies and they will focus on her, but for the most part enemies seem to target her slightly less often than the player.

5) Solve the NPC shooting and empty bow problem.

I haven't found a way to resolve that one yet.
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Emmie Cate
 
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Post » Tue Nov 02, 2010 7:26 am

Have you tired setting her to ghost? SETGHOST is a vanilla function.

Actor set to "ghost":

The actor will not enter combat
The actor will be hurt by water damage and some traps
The actor is still able to talk and can be activated to talk.


I solved the empty bow problem with my squires in my Hammerblade mod. But in that situation it was being triggered by being woken up out of sleep into combat.
So I fixed the issue by remove the bow from them while they sleep. They only get the bow back once they no longer test true for any sleeping functions at all (0).

ActorID.GetSleeping
Returns a value based on the actor's current sleeping state:

0 - Not sleeping
1 - Loading sleeping idle
2 - Getting ready to sleep
3 - Is sleeping
4 - Getting ready to wake up

Again Vanilla commands. But if sleep was not triggering your girls empty bow problem I guess that would not help.



We had very simple goals. Emma and I aren't really that interested in the combat portion of the game so we just wanted her to not be stupid. I think the most important goals were:


4) She should not charge at every enemy on sight and enemies should not always target her so that the player gets a chance at combat.

Keeping her from attacking enemies is easy, keeping them from targeting her is hard. The only thing I found that worked was giving her a fairly high personality and tweaking faction disposition reactions toward her faction for all of the standard enemy factions. Fortunately it seems that most modders do put their enemy NPCs into the game's enemy factions and their creatures into the creature factions. She'll still target some mod-created enemies and they will focus on her, but for the most part enemies seem to target her slightly less often than the player.

5) Solve the NPC shooting and empty bow problem.

I haven't found a way to resolve that one yet.

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Darlene DIllow
 
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Post » Mon Nov 01, 2010 7:14 pm

Okay I figured out Reneer's Guard Overhaul. It has a script for 'civilians'. If I understand it correctly this is everyone who is not hostile by default (low aggression). When this person gets in combat with the player (I accidentally hit Vilja once. But this also goes for scripted combat sequences), and this person's total health drops below his total confidence, the person will flee to try to find a guard to report the 'crime' to.

This is done by increasing the Actor's aggression by 100 points, and decreasing the confidence by 100 points. The person will not stop fleeing until he/she has found a guard to report the crime to. This explains why fast travelling to random wilderness locations didn't fix the issues with Vilja I mentioned before, but fast travelling to the IC Market District did, because there are guards there.

Once the person has found a guard the person's aggression is lowered by 100 points and his confidence is increased by 100 points.

I don't see how this could be 'fixed' by Reneer without completely overhauling the system though, because it is the intended behaviour. I guess I'll disable it for now.
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brandon frier
 
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Post » Mon Nov 01, 2010 4:29 pm

It would be really interesting to know if there is any difference in her behaviour when she is using a more common bow.

And great to hear that you do like her :). Hopefully she will continue to surprise you for a long time to come!


My first impression is that it works much better with a vanilla bow. I gave her a Silver Bow and so far it is functioning fine, although I've only played with the vanilla bow for a little while. Also, she had enchanted OOO arrows for quite a while before - I've switched to vanilla arrows as well.

In short, so far so good.

3) Semi-intelligent switching between bow and sword but always trying to keep using the one the player wanted.

4) She should not charge at every enemy on sight and enemies should not always target her so that the player gets a chance at combat.


I think she handles 3 remarkably well. It almost always seems as she's using the best weapon for the situation.

4 also seems natural so far. Enemies seem to attack her or the PC rather randomly with a tendency to focus on the PC, which seems perfect,

A somewhat odd couple: http://i49.tinypic.com/j64ohs.jpg. Ivy finally succumbed to Vilja's nagging about the assignment from Raminus Polus so they are heading towards Skingrad. Besides, Vilja is right and Ivy is a bit curious about Vilja's time in Skingrad anyway, in particular the whereabouts of Bruse.

One small thing: she often says that she wants to take a swim, so Ivy took her to a nice beach close to Vilverin on a sunny day. It would have been so nice if she actually swam if set on wander or something then. Perhaps hard to implement. She does of course swim if following into the water.
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Matt Terry
 
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Post » Mon Nov 01, 2010 4:28 pm

Hi,

I'm new to modded Oblivion, so excuse my ignorance. I wanted to bring up the fast travel CTD problem again among others. I've seen a few prior posts.

First, I love Vilja. Sometimes, if I'm frustrated, I think she talks too much but otherwise, she's great. I never silence her. The problems I'm raising I think are generic, not Vilja specific.

Background: I use FCOM, Viconia, and Vilja with associated required mods. I also used OBMM whenever possible, BOSS, Wrye, and TES4Edit to clean all mods. Then I top it off with Streamline and OSR. I tend to adjust ini's rather than in-game switches.

I've seen the problem where she sticks after combat and won't follow. I just save and immediately reload the same game. Then she follows.

The bigger problem was CTDs on every fast travel. I restarted a game because it became unplayable for me, and kept my eye out for clues. I was fast travelling fine when I noticed that Vilja came into the IC bald. She had armor and helmet, but entered the city bald after travel. By the way, she looks quite the scary alien without hair. Sensitive to the travel CTD, I immediately tried to travel to another district and couldn't. Since my clue was her helmet. I reloaded a prior save and asked that Vilja and Viconia follw unarmed. All travel worked again. I could even travel with them armed and armored.

My suspicion is that something to do with clothing and armor recognition causes the travel problem.

Here's my other clue. Vilja often does not recognize my clothing because I'm a mage and am wearing the assassins robes I got in the tutorial. They are modded by Mage Equipment required by Underdark for Viconia. Vilja will refuse to speak to me even though I have the robes on. Sometimes I can change areas and solve the problem. Other times, I have to put on regular armor or clothing to get her to speak to me. Of course, she will also claim how embarassed she is to be seen with me "dressed that way" when I'm in the modded robes in the city.

I'm hoping I have these workarounds to prevent the problems later in the game, but I haven't noticed any solutions in other threads. Just wanted to add my observations to the mix.
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kelly thomson
 
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Post » Mon Nov 01, 2010 8:41 pm

Have you tired setting her to ghost? SETGHOST is a vanilla function.

Actor set to "ghost":

The actor will not enter combat
The actor will be hurt by water damage and some traps
The actor is still able to talk and can be activated to talk.


I solved the empty bow problem with my squires in my Hammerblade mod. But in that situation it was being triggered by being woken up out of sleep into combat.
So I fixed the issue by remove the bow from them while they sleep. They only get the bow back once they no longer test true for any sleeping functions at all (0).

ActorID.GetSleeping
Returns a value based on the actor's current sleeping state:

0 - Not sleeping
1 - Loading sleeping idle
2 - Getting ready to sleep
3 - Is sleeping
4 - Getting ready to wake up

Again Vanilla commands. But if sleep was not triggering your girls empty bow problem I guess that would not help.



I know this post is part of the discussion between you and CDCooley, I just wanted to add a comment regarding sleeping and marksmanship...

I also read up about marksmen and sleep-packages when working on Vilja ver 1. After that, I removed all sleeping packages from Vilja and tried if it did any difference. It didn't, she would still fire empty bows.
From what I have seen (when working on ver 1) the following seems to *sometimes* trigger the no-arrows bug (although I'm pretty sure there must be other things triggering it as well). This I have tested with several companions, i.e. not only Vilja.

a) touching her inventory
B) she heals herself
c) she drinks a potion
d) she gets hit (possible hit voice involved?)
e) she is unconscious and wakes up

We did try the ghost approach... as far as I can recall it made all counters related to her stop working, and there were some other things, too...

CDCooley probably remember this a lot better than I, so I'm gonna stop replying to this post now :)
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gandalf
 
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Post » Mon Nov 01, 2010 10:25 pm

Okay I figured out Reneer's Guard Overhaul. It has a script for 'civilians'. If I understand it correctly this is everyone who is not hostile by default (low aggression). When this person gets in combat with the player (I accidentally hit Vilja once. But this also goes for scripted combat sequences), and this person's total health drops below his total confidence, the person will flee to try to find a guard to report the 'crime' to.

This is done by increasing the Actor's aggression by 100 points, and decreasing the confidence by 100 points. The person will not stop fleeing until he/she has found a guard to report the crime to. This explains why fast travelling to random wilderness locations didn't fix the issues with Vilja I mentioned before, but fast travelling to the IC Market District did, because there are guards there.

Once the person has found a guard the person's aggression is lowered by 100 points and his confidence is increased by 100 points.

I don't see how this could be 'fixed' by Reneer without completely overhauling the system though, because it is the intended behaviour. I guess I'll disable it for now.


Alright... It's good that we at least know what is going on, then. Thank you for explaining. It must be very vital information for all companion users (and modders)
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Daramis McGee
 
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Post » Mon Nov 01, 2010 11:11 pm

My first impression is that it works much better with a vanilla bow. I gave her a Silver Bow and so far it is functioning fine, although I've only played with the vanilla bow for a little while. Also, she had enchanted OOO arrows for quite a while before - I've switched to vanilla arrows as well.

In short, so far so good.


Good news... and maybe it says a little something about what more can trigger the arrow-free shooting. the bow she used previously - could she by any chance be taking damage when using it? (Not sure if the question is relevant, but still...)


I think she handles 3 remarkably well. It almost always seems as she's using the best weapon for the situation.

4 also seems natural so far. Enemies seem to attack her or the PC rather randomly with a tendency to focus on the PC, which seems perfect,

A somewhat odd couple: http://i49.tinypic.com/j64ohs.jpg. Ivy finally succumbed to Vilja's nagging about the assignment from Raminus Polus so they are heading towards Skingrad. Besides, Vilja is right and Ivy is a bit curious about Vilja's time in Skingrad anyway, in particular the whereabouts of Bruse.


Ivy is very beautiful! Such wonderful eyes! Is this one of Korana's hidden elves?

One small thing: she often says that she wants to take a swim, so Ivy took her to a nice beach close to Vilverin on a sunny day. It would have been so nice if she actually swam if set on wander or something then. Perhaps hard to implement. She does of course swim if following into the water.


I think that would be very tricky. I was thinking quite a lot about various ways to make her go swimming, and the way it is set up now was the best I could come up with. If she should go swimming on her own, that would as far as I can see involving moving around markers and hoping that they would end up in a good place (typically, she would wander out to a marker on deep water and remain under water). So, I'm thinking Vilja is like my daughter - she loves swimming but she *never* wants to do it without company in the water ;).
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Lynne Hinton
 
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Post » Mon Nov 01, 2010 4:15 pm

I figured you had to have tried it already but I thought I should mention it just in case.

Sorry I could not help with vanilla commands on this, that is why I use OBSE now. :shrug:
But as you said combat is not the focus of the mod. I understand that.

I know this post is part of the discussion between you and CDCooley, I just wanted to add a comment regarding sleeping and marksmanship...
We did try the ghost approach... as far as I can recall it made all counters related to her stop working, and there were some other things, too...
CDCooley probably remember this a lot better than I, so I'm gonna stop replying to this post now :)

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TWITTER.COM
 
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Post » Mon Nov 01, 2010 7:50 pm

Good news... and maybe it says a little something about what more can trigger the arrow-free shooting. the bow she used previously - could she by any chance be taking damage when using it? (Not sure if the question is relevant, but still...)


The OOO bow is one of MadCat221's Ayleid Meteoric Iron Weaponry enchanted with shock damage and weakness to shock. But it's also scripted. At night you get faster magicka regen. Perhaps that is it?

I've done three dungeons and some outdoor fighting now with the Silver Bow and it has worked perfectly so far.


Ivy is very beautiful! Such wonderful eyes! Is this one of Korana's hidden elves?


She's a http://www.tesnexus.com/downloads/file.php?id=30707. It's a beautiful race with a really nice hair pack as well.

I think that would be very tricky. I was thinking quite a lot about various ways to make her go swimming, and the way it is set up now was the best I could come up with. If she should go swimming on her own, that would as far as I can see involving moving around markers and hoping that they would end up in a good place (typically, she would wander out to a marker on deep water and remain under water). So, I'm thinking Vilja is like my daughter - she loves swimming but she *never* wants to do it without company in the water ;).


Yes, I guessed so. My emo char felt a bit like "Well, here it is, the beach you've been talking about for days. And it's a beautiful day. And you just stand there?" :rolleyes:

I'd love to have her set to non-essential but I haven't dared so far. And if I would I would have to change tactics completely, leaving her at the entrance of a dungeon to check out how dangerous it is etc. Which leads me to wonder if it would be possible to have a dog whistle for her? Well, not a dog whistle, obviously, as she would be quite offended, but I used a mod for the dog companion Dogmeat in Fallout 3 which lets you call him to you if he went too far or if you had let him wait a bit back. It would be quite convenient. For instance, she suddenly went rushing in to a small room with two Ancient Gargoyles to fight them with her battle axe - which is totally suicidal. Also, she suddenly went off very far after a fleeing wolf, which was quite fun actually, but it would be nice to be able to "whistle" her back.
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Roberto Gaeta
 
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Post » Tue Nov 02, 2010 3:10 am

Hi,

I'm new to modded Oblivion, so excuse my ignorance. I wanted to bring up the fast travel CTD problem again among others. I've seen a few prior posts.

First, I love Vilja. Sometimes, if I'm frustrated, I think she talks too much but otherwise, she's great. I never silence her. The problems I'm raising I think are generic, not Vilja specific.

Background: I use FCOM, Viconia, and Vilja with associated required mods. I also used OBMM whenever possible, BOSS, Wrye, and TES4Edit to clean all mods. Then I top it off with Streamline and OSR. I tend to adjust ini's rather than in-game switches.

I've seen the problem where she sticks after combat and won't follow. I just save and immediately reload the same game. Then she follows.

The bigger problem was CTDs on every fast travel. I restarted a game because it became unplayable for me, and kept my eye out for clues. I was fast travelling fine when I noticed that Vilja came into the IC bald. She had armor and helmet, but entered the city bald after travel. By the way, she looks quite the scary alien without hair. Sensitive to the travel CTD, I immediately tried to travel to another district and couldn't. Since my clue was her helmet. I reloaded a prior save and asked that Vilja and Viconia follw unarmed. All travel worked again. I could even travel with them armed and armored.

My suspicion is that something to do with clothing and armor recognition causes the travel problem.

Here's my other clue. Vilja often does not recognize my clothing because I'm a mage and am wearing the assassins robes I got in the tutorial. They are modded by Mage Equipment required by Underdark for Viconia. Vilja will refuse to speak to me even though I have the robes on. Sometimes I can change areas and solve the problem. Other times, I have to put on regular armor or clothing to get her to speak to me. Of course, she will also claim how embarassed she is to be seen with me "dressed that way" when I'm in the modded robes in the city.

I'm hoping I have these workarounds to prevent the problems later in the game, but I haven't noticed any solutions in other threads. Just wanted to add my observations to the mix.



Hi Jeters5,

I'm afraid I don't have all the answers here. What I do know is that a friend has experienced the problem with a bald Vilja after fasttravelling. He has a couple of wigs and a piratehat in her inventory, and she seems to switch between these now and then by herself. He never had any CTDs because of this issue, though. It sounds reasonable that your CTDs and her baldness could be related to her helmet. Was it a helmet from original Oblivion or a modded helmet (which might be set up differently than what one would expect). Are you using a mod that allows you - and Vilja - to wear extra amulets and rings?

The reason why Vilja doesn't recognize your clothing is because you are wearing the assassins robes from the tutorial. Their value is set to 0, which means she thinks you are nvde. Now, if she likes you well enough and you aren't in a city exterior, she doesn't mind you wearing that robe (or being nvde), so what you should do is give her some strawberries and sweetrolls to boost her disposition. Then you won't have to change outfit in order to talk to her. In next update, I think I'll add in an extra dialog filter to ensure that she doesn't think you are nvde when wearing these robes. I altered the dialog so that she wouldn't talk about nudity but instead of "dressed like *that*" but it has been pointed out to me that I missed one greeting where it's still obvious that she believes you are not dressed at all. Now, I find it quite reasonable that she does not lilke if you walk around in a city in that robe - it belongs to the enemies, so of course she gets embarrassed, so that I don't think I will change.

Anyway, the robes shouldn't be a part of the problem with your CTDs, it's reasonable behaviour simply related to that the game hasn't given those robes any value at all.

I'm suspecting you will say that Viconia doesn't get bald during the same circumstances, and I belive you are right about this. I think it's related to that Vilja has a hair that belongs in original Oblivion which can be tweaked in its length whereas Viconia has a modder-made hair which cannot be tweaked the same way.
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Ellie English
 
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Joined: Tue Jul 11, 2006 4:47 pm

Post » Mon Nov 01, 2010 11:14 pm

In my game I've also noticed the baldness issue once. I fast travelled to the Market District and suddenly she had no hair. I removed the vanilla Ebony Helmet that she was wearing and her hair was back, and when I gave the helmet back she equipped it just fine and I haven't seen it happen again since. (I don't have a mod installed that allows me to wear extra amulets and rings)

I've also had a few fast travel related crashes while having Vilja with me but I have so many mods running there's no way I can say with any certainty that it's caused by Vilja.


By the way I also noticed a 'bug' that was also present with Horses before the 1.2 patch. That is, killing Vilja (accidentally! :whistling: ) got me expelled from the Mages Guild. It's not a big issue for me since I'd reload if Vilja died anyway but I just thought I'd mention it.
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SWagg KId
 
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Joined: Sat Nov 17, 2007 8:26 am

Post » Mon Nov 01, 2010 5:51 pm

5) Solve the NPC shooting and empty bow problem.

I haven't found a way to resolve that one yet.

I bet that you will find a way to solve the bow problem eventually if there is a solution available. :D

Thanks for your excellent work of the new Vilja version. :goodjob:
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Verity Hurding
 
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Joined: Sat Jul 22, 2006 1:29 pm

Post » Tue Nov 02, 2010 5:12 am

Emma, thank you for releasing this upgraded version...although I have not started it yet, it just adds to my current game of NEVERENDINGNESS!
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Jessica Thomson
 
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Joined: Fri Jul 21, 2006 5:10 am

Post » Mon Nov 01, 2010 5:15 pm

jesters5, are you by any chance using Better Cities? I just heard from another player who had CTDs when Vilja is wearing a wig and fasttravellilng in the IC area... but from what I understand only when Better Cities are enabled. Wonder if this could be a CTD that requires all these three: Vilja, wig/helmet, Better Cities...?
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Sandeep Khatkar
 
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Post » Tue Nov 02, 2010 9:31 am

The OOO bow is one of MadCat221's Ayleid Meteoric Iron Weaponry enchanted with shock damage and weakness to shock. But it's also scripted. At night you get faster magicka regen. Perhaps that is it?

I've done three dungeons and some outdoor fighting now with the Silver Bow and it has worked perfectly so far.


Great that it seems to be working now! :) I'm pretty sure you *will* run into the empty-bow curse again, though, although hopefully not as bad as with the scripted/enchanted bow.



She's a http://www.tesnexus.com/downloads/file.php?id=30707. It's a beautiful race with a really nice hair pack as well.



Yes, I guessed so. My emo char felt a bit like "Well, here it is, the beach you've been talking about for days. And it's a beautiful day. And you just stand there?" :rolleyes:

I'd love to have her set to non-essential but I haven't dared so far. And if I would I would have to change tactics completely, leaving her at the entrance of a dungeon to check out how dangerous it is etc. Which leads me to wonder if it would be possible to have a dog whistle for her? Well, not a dog whistle, obviously, as she would be quite offended, but I used a mod for the dog companion Dogmeat in Fallout 3 which lets you call him to you if he went too far or if you had let him wait a bit back. It would be quite convenient. For instance, she suddenly went rushing in to a small room with two Ancient Gargoyles to fight them with her battle axe - which is totally suicidal. Also, she suddenly went off very far after a fleeing wolf, which was quite fun actually, but it would be nice to be able to "whistle" her back.


Don't you think that her "summon Vilja"-spell would work well as a "dog whistle"? I reckon it's approx the same thing, or am I misinterpreting you?
Also, if you tell her not to fight at all, there's a good chance that the enemies will leave her alone and that she won't get involved in any trouble. Well, she *will* jump in if your health is so low that she fears you might get killed. But during these circumstances I reckon a reload might still be on its way... ;)
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Samantha Pattison
 
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