[RELZ]Companion Vilja ver 2.1 - thread no 2

Post » Mon Nov 01, 2010 1:02 pm

Wow, I find it quite amazing that I'm actually starting thread no 2... Who would have thought that an upgrade of a companion mod would catch so much attention! :)

I'm of course very happy for this - as I have been making companion mods since 2002, I'm glad every time I hear that players do enjoy company in their game. :)


The old thread is available here: http://www.gamesas.com/index.php?/topic/1099210-relz-companion-vilja-ver-2/



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

With ver 2.1 the infamous problem with companions vanishing from Oblivion planes and later returning with reset inventories should be *almost* gone. Well, for Vilja, that is (not for every companion mod)
Read the readme for more information.
You still need to download ver 2.0 for voicefiles, meshes and textures!


NEW IN VERSION 2.0!!
====================

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

http://www.tesnexus.com/downloads/file.php?id=28977

What's new?

First of all - this time I'm not working alone on Vilja. CdCooley, wellknown from the Morrowind community for his scripting knowledge and interest in companions, has fallen for Vilja's charms and offered to work on her scripts. This has indeed meant a huge difference! Her AI is now very much improved.

First, a few screenies to illustrate some of the news:

http://lovkullen.net/Emma/pics/Vilja_bruse808.jpg

http://lovkullen.net/Emma/pics/vilja753.jpg

http://lovkullen.net/Emma/pics/Vilja747.jpg

http://lovkullen.net/Emma/pics/Vilja799.jpg

http://lovkullen.net/Emma/pics/vilja781.jpg

http://lovkullen.net/Emma/pics/Vilja773.jpg



- Bonus questline. Shortly after you have completed the original quest for Vilja, a new one will start, which will keep you busy for some hours and add some new bonuses.

- Tired of companions that promise to stay out of trouble and then still charge as soon as you see an enemy? Well, Vilja shouldn't... If told to stay out of combat, she will indeed do so... until you are so badly injured that you desperately need her help to survive. The behaviour with all enemies attacking your companion is also gone - if she is set to defensive fighting or no fighting, it is more likely that you are their main target, which makes it much easier to level up. I.e. it is no longer a problem to have Vilja in tow from level 1 - you will still be able to level up your fighting and armor skills. And if you want to sneak your way through dungeons, she will do so, too... unless, of course, you have told her to attack anything hostile.

- Vilja is now much more aware of what is going on around her. She will comment frequently on many (currently like 40 %) of the original Oblivion quests you are doing together, and your actions might please or displease her. And don't be surprised if she also comments on other things in the gameworld. "Oh look! A butterfly! Isn't it beautiful?"

- Vilja is now aware of your other companions (after an introduction by you), with some of them she will interact on an individual basis and also comment on them in her dialog with you (similar to how my Morrowind companions interact with other companions). Currently, she has special interactions with Neeshka, Rhianna, Sonia, Viconia, Stoker Wolf, Saerileth, Vincente, Valeria and Arren, but she will also recognize other companions and CM Partners as fellow companions. If you want to relax at the computer for a while, just leave Vilja and your other companions in wandermode, and I'm sure there will happen things you hadn't expected.

- Vilja will also know about other things. For instance, she will know if she is nvde or if your character is nvde, she will know if your character is ill, she will know if she is swimming (and put on a swimming suit), she will know what kind of dungeon you are in and what kind of enemies you are facing.

- Her daily schedule has been much expanded. If you leave her in wandermode, you can watch her perform her schedule, and when she is making potions, she will literally be making potions, provided that you have given her some of the simple ingredients that she can use (she never claimed to be an excellent alchemist, so don't expect anything too fancy)

- apart from her regular inventory, she has a special pyjamas-bag (where you can choose what she should wear... well, or not wear, obviously... when she sleeps) and two extra storage bags for items you want her to carry without using.

- Vilja now has her own friends in Cyrodiil. Don't be surprised if she decides to go and have a chat with one of them! Those who know her will also have an extra "Vilja-topic" where they will comment on her (those who have played my Morrowind companions will recognize this).

- Option-book where you can set various features on the spot, like for instance: essential versus non-essential, will wear swimsuit - or not, can get encumbered versus never gets encumbered (yes, if you wish to, she can get encumbered, just like the player. But, it is your choice)

- Various details that might improve roleplay. For instance, she can now ride her horse also when you are walking.

- She will offer a few new services. Nothing fancy and no 'cheats', but she will for instance be able to make you a new outfit if you give her cloth. And you can tell her to work in your garden (just for immersion).

- Her dialog has been much expanded and better filtered - the mod now contain over 2800 voice files, more than 2300 of these belong to Vilja. You will find a much broader variety of comments from her, and some dialog is timed so it won't show up too often. (It does get boring after a while if she keeps on asking if she looks fat in this outfit)

============================================================

More information:

COMPANION VILJA VER 2
=====================

Character, story and voice by Emma
Scripts by CDCooley
Featuring Zrenk Dungeon by Blockhead


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

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

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

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

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

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

Background


General (ver 1):

Although I - Emma - have made several companion mods for Morrowind, Vilja is my first companion mod for Oblivion. When I had played through the game for the second time in spring 2009, I started to feel lonely and looked around for companions similar to my Morrowind ones. After a lot of research, I found my favorite - Companion Neeshka by Rsdnt_Evle, an absolutely lovely Dunmer lady who I recommend every companion user to use in their game. After using her for a while, I got so intrigued that I couldn't resist starting out on my own companion. At first she was just a clone of Neeshka (which is why also Vilja will be found in the Bloated Float in Waterfront) but as time passed, Vilja took her own path and Neeshka would today probably disagreeingly shake her head if I insisted that Vilja was a 'distant relative' of hers...

Vilja is in many ways similar to my Morrowind companions - she has her own story, her own personality, her own missions, and lots and lots of dialog.

Version 2:

The most important difference between ver 1 and ver 2 is that this time I have not worked alone on Vilja. CDCooley, who I have previously worked together with in Morrowind projects, had fallen for Vilja's charms and offered to work on her scripts. This has meant a huge leap forward when it comes to functionality and general AI. All her scripts are thoroughly reworked. The small, but annoying, glitches from version 1 should be gone, and Vilja ver 2 is not only a hopefully nice company but also a well functioning companion that can be an asset rather than a burden in combat and other situations. On top of this, we have introduced interaction between companion mods - something that since long is standard for Morrowind companions but has to my knowledge never been implemented for Oblivion companions.
Vilja is also very much aware of what is going on around her. She will comment on your ongoing quests and actions, and sometimes your decisions will please her... or make her really angry.


What to expect

What to expect

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

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

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

- You will get a Vilja SUMMON SPELL that will bring her to you, should she ever vanish.

- Vilja has her own horse, and when you mount your horse, she will summon hers and go riding with you. New in ver 2: She can also use her horse when you are walking.

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

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

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

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

- She can make some simple potions for you if you give her an ingredient. She can collect ingredients for you. She can later on heal you if you ask her to. When you are at home, she might surprise you with one of her pies. You can send her to do some shopping for you, but it's quite hazardous as she might not have the same idea as you on what is a bargain. If you run out of lockpicks, you can buy some from her, and she can help you with a hammer if necessary. Oh, she can light a torch, too. And rake your garden. Give her cloth, and she will make you a new outfit - but don't expect anything fancy, just ordinary Oblivion clothes. The 'service' isn't there to be a cheat, only add to the immersion.

- She can be ordered to fight aggressive, defensive or not at all. If she is not supposed to fight at all, she will only fight back if she is attacked or if you - the player - is so badly injured that she has to rush in in order to save your life.

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

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

- When left in wander-mode together with other npcs and companions, she will small-talk with them as well, sometimes using standard topics, sometimes bringing up her own topics (note that in ver 2, she will be able to recognize and interact with specific companions from other mods on an individual level).

- As I have voice-acted Vilja, myself (where else would I find a lunatic that would voice-record and lip-sync 2400 voice-entries?), she is speaking english with a strong scandinavian accent (I'm from Sweden) and she is probably making quite a few mistakes, especially when it comes to pronouncation. Please let me know of unacceptable mistakes that should be attended to in later versions (her english won't be flawless no matter what, as my english isn't flawless).


Known issues

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

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

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

- Some modder-made houses are companion-friendly, others aren't. If there are no pathgrids, no persistant chairs and no beds without ownership, companions won't behave very well. Thank you Korana for explaining all the important things regarding this, and for always making your houses companion-friendly!
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Posts: 3479
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Post » Mon Nov 01, 2010 8:42 am

Readme with credits


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - -
PLEASE READ THIS README-FILE BEFORE INSTALLING THE MOD!!!

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - -


Companion Vilja ver 2.0
-------

Character, story and voice by Emma (emma9158@hotmail.com,
emma@lovkullen.net)

Scripts by CDCooley (CDCooley@fastmail.us)

------


Featuring Zrenk Dungeon by Blockhead

------

Web-site: http://lovkullen.net/Emma/index.htm




----------------------------------------------------------------------------
---------------------------------------------

The current version of this mod may be found at:
http://lovkullen.net/Emma/index.htm

If you have received this mod from any other source it may not be the latest
version!!


----------------------------------------------------------------------------
---------------------------------------------



--------------------

1 - Intro

--------------------

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

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

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

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

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

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


--------------------

2 - Background

--------------------

General (ver 1):

Although I - Emma - have made several companion mods for Morrowind, Vilja is
my first companion mod for Oblivion. When I had played through the game for
the second time in spring 2009, I started to feel lonely and looked around
for companions similar to my Morrowind ones. After a lot of research, I
found my favorite - Companion Neeshka by Rsdnt_Evle, an absolutely lovely
Dunmer lady who I recommend every companion user to use in their game. After
using her for a while, I got so intrigued that I couldn't resist starting
out on my own companion. At first she was just a clone of Neeshka (which is
why also Vilja will be found in the Bloated Float in Waterfront) but as time
passed, Vilja took her own path and Neeshka would today probably
disagreeingly shake her head if I insisted that Vilja was a 'distant
relative' of hers...

Vilja is in many ways similar to my Morrowind companions - she has her own
story, her own personality, her own missions, and lots and lots of dialog.

Version 2:

The most important difference between ver 1 and ver 2 is that this time I
have not worked alone on Vilja. CDCooley, who I have previously worked
together with in Morrowind projects, had fallen for Vilja's charms and
offered to work on her scripts. This has meant a huge leap forward when it
comes to functionality and general AI. All her scripts are thoroughly
reworked. The small, but annoying, glitches from version 1 should be gone,
and Vilja ver 2 is not only a hopefully nice company but also a well
functioning companion that can be an asset rather than a burden in combat
and other situations. On top of this, we have introduced interaction between
companion mods - something that since long is standard for Morrowind
companions but has to my knowledge never been implemented for Oblivion
companions.
Vilja is also very much aware of what is going on around her. She will
comment on your ongoing quests and actions, and sometimes your decisions
will please her... or make her really angry. Read more in the next sections
of the readme.


------------------

3 - What to expect:

------------------

General:

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

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

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

- You will get a Vilja SUMMON SPELL that will bring her to you, should she
ever vanish.

- Vilja has her own horse, and when you mount your horse, she will summon
hers and go riding with you. New in ver 2: She can also use her horse when
you are walking.

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

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

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

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

- She can make some simple potions for you if you give her an ingredient.
She can collect ingredients for you. She can later on heal you if you ask
her to. When you are at home, she might surprise you with one of her pies.
You can send her to do some shopping for you, but it's quite hazardous as
she might not have the same idea as you on what is a bargain. If you run out
of lockpicks, you can buy some from her, and she can help you with a hammer
if necessary. Oh, she can light a torch, too. And rake your garden. Give her
cloth, and she will make you a new outfit - but don't expect anything fancy,
just ordinary Oblivion clothes. The 'service' isn't there to be a cheat,
only add to the immersion.

- She can be ordered to fight aggressive, defensive or not at all. If she is
not supposed to fight at all, she will only fight back if she is attacked or
if you - the player - is so badly injured that she has to rush in in order
to save your life.

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

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

- When left in wander-mode together with other npcs and companions, she will
small-talk with them as well, sometimes using standard topics, sometimes
bringing up her own topics (note that in ver 2, she will be able to
recognize and interact with specific companions from other mods on an
individual level).

- As I have voice-acted Vilja, myself (where else would I find a lunatic
that would voice-record and lip-sync 2400 voice-entries?), she is speaking
english with a strong scandinavian accent (I'm from Sweden) and she is
probably making quite a few mistakes, especially when it comes to
pronouncation. Please let me know of unacceptable mistakes that should be
attended to in later versions (her english won't be flawless no matter what,
as my english isn't flawless).

-----------------------

4 - New in ver 2:

-----------------------

- Bonus questline. Shortly after you have completed the original quest for
Vilja, a new one will start, which will keep you busy for some hours and add
some new bonuses.

- Tired of companions that promise to stay out of trouble and then still
charge as soon as you see an enemy? Well, Vilja shouldn't... If told to stay
out of combat, she will indeed do so... until you are so badly injured that
you desperately need her help to survive. The behaviour with all enemies
attacking your companion is also gone - if she is set to defensive fighting
or no fighting, it is more likely that you are their main target, which
makes it much easier to level up. I.e. it is no longer a problem to have
Vilja in tow from level 1 - you will still be able to level up your fighting
and armor skills. And if you want to sneak your way through dungeons, she
will do so, too... unless, of course, you have told her to attack anything
hostile.

- Vilja is now much more aware of what is going on around her. She will
comment frequently on many (currently like 40 %) of the original Oblivion
quests you are doing together, and your actions might please or displease
her. And don't be surprised if she also comments on other things in the
gameworld. "Oh look! A butterfly! Isn't it beautiful?"

- Vilja is now aware of your other companions (after an introduction by you),
with some of them she will interact on an individual basis and also comment
on them in her dialog with you (similar to how my Morrowind companions
interact with other companions). Currently, she has special interactions
with Neeshka, Rhianna, Sonia, Viconia, Stoker Wolf, Saerileth, Vincente,
Valeria and Arren, but she will also recognize other companions and CM
Partners as fellow companions. If you want to relax at the computer for a
while, just leave Vilja and your other companions in wandermode, and I'm
sure there will happen things you hadn't expected.

- Vilja will also know about other things. For instance, she will know if
she is nvde or if your character is nvde, she will know if your character is
ill, she will know if she is swimming (and put on a swimming suit), she will
know what kind of dungeon you are in and what kind of enemies you are
facing.

- Her daily schedule has been much expanded. If you leave her in wandermode,
you can watch her perform her schedule, and when she is making potions, she
will literally be making potions, provided that you have given her some of
the simple ingredients that she can use (she never claimed to be an
excellent alchemist, so don't expect anything too fancy)

- apart from her regular inventory, she has a special pyjamas-bag (where you
can choose what she should wear... well, or not wear, obviously... when she
sleeps) and two extra storage bags for items you want her to carry without
using.

- Vilja now has her own friends in Cyrodiil. Don't be surprised if she
decides to go and have a chat with one of them! Those who know her will also
have an extra "Vilja-topic" where they will comment on her (those who have
played my Morrowind companions will recognize this).

- Option-book where you can set various features on the spot, like for
instance: essential versus non-essential, will wear swimsuit - or not, can
get encumbered versus never gets encumbered (yes, if you wish to, she can
get encumbered, just like the player. But, it is your choice)

- Various details that might improve roleplay. For instance, she can now
ride her horse also when you are walking.

- She will offer a few new services. Nothing fancy and no 'cheats', but she
will for instance be able to make you a new outfit if you give her cloth.
And you can tell her to work in your garden (just for immersion).

- Her dialog has been much expanded and better filtered - the mod now
contain over 2800 voice files, more than 2300 of these belong to Vilja. You
will find a much broader variety of comments from her, and some dialog is
timed so it won't show up too often. (It does get boring after a while if
she keeps on asking if she looks fat in this outfit)



------------------
5 - Known issues:

------------------

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

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

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

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




-------------------------------

6 - INSTALLATION

-------------------------------

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

Just drop the content into your Oblivion-data-library. The various folders
(meshes, textures, sound) should automatically merge with your existing
folders (which will guarantee that everything ends up at the correct
locations). You will get a message concerning this from the computer, just
say OK.



-------------------------

7 - COMPATIBILITY

-------------------------

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



--------------------------

8 - CREDITS

--------------------------

In alphabetical order:

- Blockhead - for playtesting, suggestions, troubleshooting and support, and
last but not least for the Zrenk dungeon.

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

- Cyrano - for proofreading, script optimizing of Vilja ver 1,
brainstorming, troubleshooting, encouragement, playtesting and many valuable
suggestions. I don't think Vilja ver 1 would ever had been released without
your support, Cyrano!

- CM Partners/Blackie - Looking through this great companion template gave
me many valuable ideas and solutions for ver 1. The Partners base mod can be
found here: http://www.tesnexus.com/downloads/file.php?id=7819

- DarkDiva - for feedback and encouragement on ver 1.

- Eamico - for feedback, playtesting, troubleshooting and suggestions for
ver 2.

- Kateri - for playtesting, feedback and encouragement on ver 1.

- Korana - for playtesting of ver 1, for feedback, encouragement and for
explaining many things about Oblivion moddings that were new to me.

- Kpss - for valuable input and innovative ideas regarding scripting and
animation (some ideas yet to be implemented).

- Loriel - for proofreading of ver 2 additions, playtesting,
troubleshooting, encouragement, support and suggestions.

- Neko - for support and scripting suggestions for ver 1.

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

- Ogramirad - for voiceacting Thordar and the Redheaded woodelf as well as
playtesting, troubleshooting, and giving suggestions, encouragement,
feedback and support.

- Osiris - for feedback, encouragement and suggestions for ver 1.

- Princess Stomper - for feedback, encouragement and suggestions for ver 1.

- Pseron Wyrd - for feedback, encouragement and suggestions for ver 1.

- Robert - the swimsuit is made out of the meshes for his female body, which
can be found here:

- Rsdnt_Evle for his lovely Neeshka companion, which inspired me to start
out on Vilja. The first version of Vilja was a rework of the latest version
of Neeshka, although today, after CdCooley's overhaul, there are not many
traces left of Neeshka anymore. If you want many companions in your game, I
strongly recommend Neeshka, she is adorable! You will find here here:
http://www.tesnexus.com/downloads/file.php?id=8256

- Surazal - for feedback, encouragement and explanations of various mod
installments. Also thanks for the lovely new walking style Vilja is using in
your mod "Sensual walks for female npcs", available here:
http://www.tesnexus.com/downloads/file.php?id=28223.

- Terry Pratchett - for feedback, encouragement and several valuable
suggestions for ver 2.

- Xtudo - for making noise reduction files for Vilja ver 1, and in the
future hopefully also for the voice files added in Vilja ver 2.

- the original author of a texture called TXCZ01_skin_hi.dds, which I edited
and reworked long ago and have now used the result for Vilja's face.

- All the helpful people at the Oblivion TES-forum, who have given me so
much support, feedback and encouragement.

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




------------------------------------------------------------------

9 - FURTHER USAGE AND UPLOADING

------------------------------------------------------------------

- Vilja in her current state is to be considered as a WIP - I/we will most
likely continue to tinker on her and add to her. Therefore, it would be very
unfortunate if she was included in some kind of compilation, or if this
version was uploaded at various locations without our knowledge. Please do
not do this!

- I have been voice-acting Vilja, myself, and as I am not too proud of my
scandinavian accent, I wouldn't wish to find my voice re-used in other mods.
I ask you kindly to understand and accept this.

- As the mod is so dialog-heavy, it probably wouldn't work very well as a
template. If you still want to re-use scripting and AI-packages, feel free
to go ahead and do so, but please make sure that everything is properly
renamed in order to avoid conflicts. The scripts are by CdCooley, if you
have questions regarding them, please contact him.

- The main home of this mod is on my
web-site,http://lovkullen.net/Emma/index.htm. If you have received this mod
from any other source it may not be the latest version!!

- Should something happen so that the mod is no longer available on the net,
please try and contact me or CdCooley. In case you have been unable to reach
us for more than one month, please feel free to upload this mod IN ITS
CURRENT STATE to one of the public Elder Scrolls download sites. Please send
an e-mail or PM to notify on this!

- Please do not upload any altered versions of this mod anywhere without my
knowledge and agreement!



- Emma

-------------------------------------------

IMPORTANT NOTES ON GAMEPLAY

-------------------------------------------



A. Vilja's new combat system.
-----------------------------


Vilja has three combat settings:

1. Only attack enemies that attack us. This is her default setting! With
this setting, she will not engage in combat until a) enemies attack and you
raise your weapon OR B) she is directly attacked by an enemy OR c) you have
taken a few hits from an enemy (i.e. you have started to take damage). This
means that you can gladly run past wild animals and sneak past enemies
without having to fear that she will charge ahead and ruin your plans.
However, if you are injured after a battle and don't heal yourself before
continuing, she will get protective and rush in to defend you against any
potential threat. So, if you want her to obey your orders on a long term
basis, don't run around injured.
If you like to play stealthy, this setting should be excellent. She will
never attack enemies that haven't spotted you, and I have been sneaking my
way through whole dungeons, without Vilja acting up at all.
If you play as a mage and choose not to carry a weapon that you can raise,
this might not be the optimal setting if you want her to be your tank while
you attack with spells from a distance. The best solution to make her respond
quickly is that you carry some kind of weapon and raise it as an
'attack-sign' for Vilja to follow.

2. Attack any enemy upon sight. I don't think this one needs any further
explanation :P. What you get is traditional Oblivion companion behaviour and
a Vilja that is happy to bash everything from rats to daedras.

3. Let's avoid fighting. With this setting Vilja will not fight, and enemies
are very unlikely to attack her. There are two things that will make her
disobey your orders: a) if she still is directly attacked by an enemy, then
she will defend herself OR B) your health is so low that she fears you will
die very soon. Then she will rush in to rescue you - after all, she is your
loyal friend, and as such she couldn't just stand there and watch you dying,
could she? As with setting no 1, she will continue to disobey your orders if
you refuse to heal yourself. And realistically, why would anyone follow
orders from someone who hasn't got enough sense to take a healing potion
instead of running around half dead?
Oh, there is one more thing that will make her disobey you! If someone
attacks her horse Bruse, she will rush in to defend him. Don't blame her for
that. It's her horse and she loves him dearly.


You will note that the original Oblivion enemies respond differently to
Vilja than to other companions. Whereas most enemies by default attack
companions rather than you (which is a nuisance when you want to level up
your combat and armor skills), they will in most cases rather attack you
than Vilja. This may not be valid for enemies added by mods, though.




B. Vilja and other companions.
------------------------------

With Vilja ver 2 we are introducing a new system for companions from
different mods to interact with each other. You can introduce Vilja to any
of your followers and she will know that this is a fellow companions. With a
number of unique companions, she also has unique interaction. She will
recognize them by name, discuss with them as individuals when in wander mode
conversations, and sometimes smalltalk with you about them.
These companions are so far: Neeshka, Rhianna, Arren, Stoker Wolf, Viconia,
Saerileth, Sonia, Valeria, Vincente.

However, Vilja won't recognize a companion until you have properly
introduced them!
In Viljas main topic "Let's just talk for a while", you will find a
sub-topic called "About my other companion". Choose this topic, and then
choose which companion you want to introduce her to. She will then prompt
you to introduce her to the other companion as well (i.e. you have to talk
to the companions). After this, the introduction is finished and Vilja will
'know' your mutual friend.
If you should make any mistake when introducing a companion, the
introduction can be undone in the same topic. Tell Vilja that you made a
mistake, and then tell the other npc.
Vilja will know if a companion has died. But if you have removed a companion
mod from your game, you have to do something manually. Go to Vilja's
option-book (you'll find it in her skillreport menu) and mark which
companion should not be around any more.


C. Vilja's option book.
------------------------

With Vilja ver 2, we are introducing the Options book - a book where you
can toggle various features for Vilja in-game. For instance if she should be
set to essential or non-essential, if she should sell lockpicks, if she
should provide you with armor hammers, if she should get encumbered like the
player or not, if she should wear her swimsuit or not (if you turn her into
an argonian the swimsuit won't fit very well). Here you can also delete
companions that have been removed from your game, so that Vilja won't talk
about companions that aren't around anymore.

Her default settings are non-essential, sells lockpicks, provides armor
hammer, will wear swimsuit, will get encumbered.

You'll find her Options book in her Skill report menu - click on it and pick
your choices.


D. Extra storages
-----------------

Apart from her main inventory, Vilja now has a Pyjamas bag and a Blue and a
Red storage bag INSIDE her inventory. She will wear anything you put in the
pyjamas bag when she sleeps. The items in the Blue and Red storage bags she
will never wear or use - these storages are for items you just want her to
carry for you.


E. Upgrading from ver 1
-----------------------

>From what we have seen, upgrading from ver 1 of Vilja should be easy:


Put Vilja in an interior cell, leave the cell and save your game. DO NOT USE
QUICK-SAVE!

Leave the game. Replace the old esp with the new one (keep a backup of the
old esp in case something should go wrong and you need to re-do the
upgrading)

Ingame, return to Vilja and ask her to join you again. Important! You must
give her new combat instructions! Else, it won't work properly.

This should be enough... you are ready to continue your adventures in
Vilja's company. However, there is no way to grant that this easy-upgrade
will work in your game. Should you find that the 'new' Vilja acts odd in any
way. Try this: Put her in an interior cell and leave her behind for +72 game
hours (i.e. you can just go somewhere else and rest for +72 game hours).
Return to her, and hopefully she should behave well again.

If nothing helps, and you are not happy with how your 'new' Vilja behaves,
use this recommendation from TESPOSitive on how to update saves:
http://sites.google.com/site/oblivionpoinfo/runoblivion/updatesaves



-----------------------------------------------------------

e-mail: emma9158@hotmail.com, emma@lovkullen.net
web-site: http://lovkullen.net/Emma/index.htm
Emma's forum with hints- and spoilers- section:
http://forums.elricm.com/emma/index.php
-----------------------------------------------------------

User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Mon Nov 01, 2010 7:55 pm

I thought I saw something about in the earlier thread but can't find it now. Anyway, when asking Vilja to do ranged attacks she says that I got to give her arrows, but I've noticed that she actually doesn't use them. This is in a way fine as it means less micromanaging, but it also seems to mean that it's pointless giving her enchanted arrows?
User avatar
Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Mon Nov 01, 2010 11:27 pm

I thought I saw something about in the earlier thread but can't find it now. Anyway, when asking Vilja to do ranged attacks she says that I got to give her arrows, but I've noticed that she actually doesn't use them. This is in a way fine as it means less micromanaging, but it also seems to mean that it's pointless giving her enchanted arrows?


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.
User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Mon Nov 01, 2010 8:49 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.


Thanks. Yes, I saw that in the readme. But what I mean is that Vilja uses the bow/arrows just fine, but when checking her inventory the amount of arrows is always the same. So I'm a bit confused on which arrows she's actually using - and if there's any point equipping her with enchanted ones, for example.
User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Mon Nov 01, 2010 9:58 pm

Thanks. Yes, I saw that in the readme. But what I mean is that Vilja uses the bow/arrows just fine, but when checking her inventory the amount of arrows is always the same. So I'm a bit confused on which arrows she's actually using - and if there's any point equipping her with enchanted ones, for example.

It's how Oblivion deals with archer NPCs, they never run out of arrows. I'm sure you've played enough this game to notice that every enemy archer that shoots his/her arrows has the same generic amount of arrows when looted, like 10, 20, 50 etc. Sadly companions are NPCs too, with the same bugs in their heads :D So unless Cdcooley comes up with some kind of scripted arrow remover, theres nothing we can do about this particular "issue".

And regarding enchanted arrows: she'll use them just fine, but she wont run out of them.

As for me, I just deal with this by significantly decreasing gold amount that I find (Enhanced Economy) to compensate her infinite arrow supply a bit. Dirty fix, I know, but it works :D
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

Post » Mon Nov 01, 2010 11:41 am

What RebelMax says is very true. Vilja may claim that she is a real human, but she is just another npc, and in some matters she indeed behaves just like other npcs... For instance, she'll only use one arrow.

The advantage with not giving her any arrows in the construction set (i.e. she has no arrows from start, you'll have to give her) is that she will indeed use the kind of arrows you give her. During the WIP of ver 1, I had given her 10 steel arrows through the construction set. The result was devastating... regardless what I gave her, she would continue to use a steel arrow! Now at least she'll use the best quality arrow she has.
User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Mon Nov 01, 2010 4:37 pm

You should be able to notice them laying on the ground, or in the Victims.(the enchanted ones Will disapear) :angel:
Emma, that Was the Second amulet with the Same enchamtment, I've become Addicted to Unlimited rings and amulets and can't imagine playing without now, but it definatly ruins the game before long. :ninja:
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Mon Nov 01, 2010 9:38 pm

You should be able to notice them laying on the ground, or in the Victims.(the enchanted ones Will disapear) :angel:
Emma, that Was the Second amulet with the Same enchamtment, I've become Addicted to Unlimited rings and amulets and can't imagine playing without now, but it definatly ruins the game before long. :ninja:


well... if you were wearing one amulet with waterbreathing, and then added one more, no wonder a poor little nord girl with only her AI to rely on got confused and didn't know whether or not to continue to cast her own waterwalking spell. ;)
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Mon Nov 01, 2010 7:58 pm

It's how Oblivion deals with archer NPCs, they never run out of arrows. I'm sure you've played enough this game to notice that every enemy archer that shoots his/her arrows has the same generic amount of arrows when looted, like 10, 20, 50 etc. Sadly companions are NPCs too, with the same bugs in their heads :D So unless Cdcooley comes up with some kind of scripted arrow remover, theres nothing we can do about this particular "issue".

And regarding enchanted arrows: she'll use them just fine, but she wont run out of them.

As for me, I just deal with this by significantly decreasing gold amount that I find (Enhanced Economy) to compensate her infinite arrow supply a bit. Dirty fix, I know, but it works :D


Ah, OK, so if I give her 50 Dwemer Arrows she will use Dwemer Arrows but there will always be 50 of them in the inventory. Perhaps I remember wrongly, but when using Julan Ashlander for Morrowind I seem to recall me having to refill his inventory with arrows all the time - so it seems this is a "feature" that started with Oblivion.
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Mon Nov 01, 2010 1:11 pm

Here you go Emma!

http://i718.photobucket.com/albums/ww187/OuijaU/PangVilja.jpg

It's foggy out today, but Vilja wanted to go for a swim. Then she decided there was too many people around and complained about her feet hurting. So Pang made due with what they had, a rock in the water. Pang is vigilantly watching for the scary slaughterfish and letting Vilja rest her poor feet. Shortly, they will be mudcrab hunting as Vilja has expressed an interest in them for dinner!

Thanks again. She's fantastic!
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Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Mon Nov 01, 2010 11:12 am

Ah, OK, so if I give her 50 Dwemer Arrows she will use Dwemer Arrows but there will always be 50 of them in the inventory. Perhaps I remember wrongly, but when using Julan Ashlander for Morrowind I seem to recall me having to refill his inventory with arrows all the time - so it seems this is a "feature" that started with Oblivion.


Yes, you are right... In Morrowind the companions would use arrows in a 'normal' way. This 'feature' is new with Oblivion, and so is the bug with empty bows. Sigh... some things were less complicated with Morrowind, indeed! Although other bugs are gone - in Morrowind, as you probably recall, giving a companion an item or an ability with constant effect would start to work reversed once the companion had switched cells. That problem is gone in Oblivion, which is something to be grateful for!
User avatar
Janeth Valenzuela Castelo
 
Posts: 3411
Joined: Wed Jun 21, 2006 3:03 am

Post » Mon Nov 01, 2010 3:33 pm

One of the features in my mod Duke Patrick's Combat Archery is limiting arrows for the NPC (They run out of arrows in their quiver) forcing them to switch to another weapon.

Not exactly the same thing because if you leave them alone long enough they can restock their arrow supply.
But it may help with the immersion.

See it here:

http://www.invision.tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery-31a/


Emma, this companion is fully voiced?

wow, I swore off Companion mods for a long time now but I may have to try this one when I get back to actually playing Oblivion instead of modding. One thing I do not like about all companions was their combat methods, in my own companion mod (now retired) I add a lot of tactics to the AI to help fix this such as having the companion move aside when I came in to strike then press the attack immediately as I backed away. I guess I could put this in a token to alter Vilja's combat AI just so I can work with her in combat.

Could be fun!





It's how Oblivion deals with archer NPCs, they never run out of arrows. I'm sure you've played enough this game to notice that every enemy archer that shoots his/her arrows has the same generic amount of arrows when looted, like 10, 20, 50 etc. Sadly companions are NPCs too, with the same bugs in their heads :D So unless Cdcooley comes up with some kind of scripted arrow remover, theres nothing we can do about this particular "issue".

And regarding enchanted arrows: she'll use them just fine, but she wont run out of them.

As for me, I just deal with this by significantly decreasing gold amount that I find (Enhanced Economy) to compensate her infinite arrow supply a bit. Dirty fix, I know, but it works :D

User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Mon Nov 01, 2010 7:30 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!!
User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Tue Nov 02, 2010 12:34 am

Here you go Emma!

http://i718.photobucket.com/albums/ww187/OuijaU/PangVilja.jpg

It's foggy out today, but Vilja wanted to go for a swim. Then she decided there was too many people around and complained about her feet hurting. So Pang made due with what they had, a rock in the water. Pang is vigilantly watching for the scary slaughterfish and letting Vilja rest her poor feet. Shortly, they will be mudcrab hunting as Vilja has expressed an interest in them for dinner!

Thanks again. She's fantastic!


Thank you for the screenshot! :)
And great that Vilja has convinced you that companions after all can be quite nice to have around :)
User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Tue Nov 02, 2010 12:01 am

One of the features in my mod Duke Patrick's Combat Archery is limiting arrows for the NPC (They run out of arrows in their quiver) forcing them to switch to another weapon.

Not exactly the same thing because if you leave them alone long enough they can restock their arrow supply.
But it may help with the immersion.

See it here:

http://www.invision.tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery-31a/


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?


Emma, this companion is fully voiced?

wow, I swore off Companion mods for a long time now but I may have to try this one when I get back to actually playing Oblivion instead of modding. One thing I do not like about all companions was their combat methods, in my own companion mod (now retired) I add a lot of tactics to the AI to help fix this such as having the companion move aside when I came in to strike then press the attack immediately as I backed away. I guess I could put this in a token to alter Vilja's combat AI just so I can work with her in combat.

Could be fun!


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

The other npcs in her two quest-lines are also voiced, so the mod contains around 3000 voice lines all in all.

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.

Alas I have never used your companion, as she was already retired by the time I started to play Oblivion again. I have seen that a reworked version of Rhianna uses dodge, but I think this was dependant on OBSE? Is your approach for combat technique also OBSE-based?
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Krystal Wilson
 
Posts: 3450
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Post » Mon Nov 01, 2010 7:23 pm

*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.
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Mon Nov 01, 2010 8:36 pm

Emma, let me again congratulate you on Vilja.

I was initially a little exasperated by this "tag-alonger" who was more of a problem than a help, but Vilja's thoughtfulness (she made a potion for me after gathering some herbs) has made me like her more now.

Some points of note:
1. I asked Vilja to help gardening outside Roxey Inn. Suddenly, a pack of wolves starts attacking my PC, and I (along with my other companion Ruin), starts fighting. The fight is within 2 feet of Vilja, but she keeps on raking! That was not expected of her!! Is this intentional, or something that should be tweaked in the future?
2. I have given her a bow/arrow and a longsword/shield. I ask her to fight melee (Fighting Strategy> Melee), but she just has the bow on her back all the time. Doing it after cell changes, new loads etc. does not solve the issue - I'm just going to take her bow away... Have you heard others report this?
3. I don't like the Menu system - takes too many clicks to ask her to follow me and her to equip armor.
4. I see a Vilja start combat spell - when do you think we should use this?
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Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Mon Nov 01, 2010 12:32 pm

Hi Emma

Just wanted to report a incompatibility with vilja and the companion share and recruit mod with the optional add-on "Toaster Says Share Faction Recruitment".

This makes poor Vilja want only one thing on the world, hiring herself out as a fighters guild member. In fact this blocks all of her thoughts and speech when I talk to her, asking me only if i want to hire her services for some coin.
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Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Mon Nov 01, 2010 9:45 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!
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lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Mon Nov 01, 2010 4:29 pm

Emma, let me again congratulate you on Vilja.


Thank you :)

I was initially a little exasperated by this "tag-alonger" who was more of a problem than a help, but Vilja's thoughtfulness (she made a potion for me after gathering some herbs) has made me like her more now.


Hmm... I believe that although she claims she isn't that good at fighting, she should be just as useful in a battle as any other companions.

Some points of note:
1. I asked Vilja to help gardening outside Roxey Inn. Suddenly, a pack of wolves starts attacking my PC, and I (along with my other companion Ruin), starts fighting. The fight is within 2 feet of Vilja, but she keeps on raking! That was not expected of her!! Is this intentional, or something that should be tweaked in the future?


That's because she was in wandermode and not following you - I assume that Ruin was following you or were currently at a higher aggression level. I don't think this behaviour should be tweaked - you should be able to keep her outside fights by putting her in waiting mode.

2. I have given her a bow/arrow and a longsword/shield. I ask her to fight melee (Fighting Strategy> Melee), but she just has the bow on her back all the time. Doing it after cell changes, new loads etc. does not solve the issue - I'm just going to take her bow away... Have you heard others report this?


This I don't understand. If you ask her to fight melee, why would you be surprised that she doesn't use her bow? She IS after all told to fight melee! If you however ask her to fight ranged, she will of course use her bow until the enemies get so close that she switches to melee. (Provided, of course, that you have given her arrows).

3. I don't like the Menu system - takes too many clicks to ask her to follow me and her to equip armor.


Scroll down and use the quick command for follow/stay instead of going through "Travel together".

4. I see a Vilja start combat spell - when do you think we should use this?


When you want to decide which enemy she should attack.
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Mon Nov 01, 2010 11:17 pm

Hi Emma

Just wanted to report a incompatibility with vilja and the companion share and recruit mod with the optional add-on "Toaster Says Share Faction Recruitment".

This makes poor Vilja want only one thing on the world, hiring herself out as a fighters guild member. In fact this blocks all of her thoughts and speech when I talk to her, asking me only if i want to hire her services for some coin.


If you download ver 2.1, this incompatibility has been cured. :)
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Neliel Kudoh
 
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Joined: Thu Oct 26, 2006 2:39 am

Post » Mon Nov 01, 2010 10:23 am

2. I have given her a bow/arrow and a longsword/shield. I ask her to fight melee (Fighting Strategy> Melee), but she just has the bow on her back all the time. Doing it after cell changes, new loads etc. does not solve the issue - I'm just going to take her bow away... Have you heard others report this?
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.

3. I don't like the Menu system - takes too many clicks to ask her to follow me and her to equip armor.
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.
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Peter lopez
 
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Post » Mon Nov 01, 2010 9:02 pm

Just wanted to report a incompatibility with vilja and the companion share and recruit mod with the optional add-on "Toaster Says Share Faction Recruitment".

This makes poor Vilja want only one thing on the world, hiring herself out as a fighters guild member. In fact this blocks all of her thoughts and speech when I talk to her, asking me only if i want to hire her services for some coin.

There's now a built-in fix for that core problem but if you're a member of the mages guild don't ask her to go an "expedition" or you'll have a similar problem.

For a complete fix, you can try amgepo's patch for CSR. You'll find it on TESNexus and called http://www.tesnexus.com/downloads/file.php?id=32473.
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Laura Wilson
 
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Joined: Thu Oct 05, 2006 3:57 pm

Post » Mon Nov 01, 2010 11:27 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:
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ONLY ME!!!!
 
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