[RELZ] Companion Vilja ver 2.3 - thread no 6

Post » Wed Sep 01, 2010 10:00 pm

Err... you played the Oblivion contents of the game, didn't you? Things like... closing gates? Sigil stones? http://www.uesp.net/wiki/Oblivion:Useful_Enchantments#Elemental_Armor_2 - more than ever possible with custom enchants. You can enchant simple clothes without AC of its own whatsoever and still get 25+25+25=75% AC, ant that's not counting the shield and/or jewelry. But for some reason it didn't work on Vilja. Question is, whether it's only a matter of displayed numbers, or the enchantment will be useless in battle.


I'd guess it was the "infused" part that was confusing. Anyway, in my experience Shield CE enchantments are useless if they don't turn up in her AR stats.
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Jinx Sykes
 
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Post » Wed Sep 01, 2010 10:54 pm

Crap, then. Is there any point in enchanting companions' armors with anything at all?
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David Chambers
 
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Post » Wed Sep 01, 2010 10:13 pm

Actually, we contacted him and told him what his mistake was and how to install Vilja correctly .

Well, a good ending anyway. He had Vilja working and the thumbs down has been removed.

By the way, I had been making progresses researching on the problem of archers not firing arrows. I had many testing to do, but I think in some weeks I could have a fix or at least some guides that could lead others to fix this problem.

Crap, then. Is there any point in enchanting companions' armors with anything at all?

Ironically it does when you actually enchant armor pieces. I tried enchanting a shirt with shield and giving it to Vilja without any results. When I tried with actual armor however it had work OK. I enchant a cuirass, a ring and some greaves with a 12% shield effect and each piece adds 12 points of armor and their bonus stacks correctly.

So the trick is to not enchant clothes with armor granting effects.

I haven't tried this new armor though and so, I don't know if this could conflict in any way with Vilja's or other companion's behaviour. Try enchanting armor instead and if you find that the armor buffered companion behaves oddly, the firs suspect should be this enchant.
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Fanny Rouyé
 
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Post » Wed Sep 01, 2010 7:25 pm

The AR in her listing is not always accurate. The AR value reported won't change after you give her enchanted equipment until the game has had enough time to decide whether to use it. So right after you give it to her it may be 0, but if you wait a little while (especially if you move to another location) she might benefit. As Emma said, the game automatically switches NPCs into armor when combat starts and when that happens I've found that different enchantment effects get applied than if she is just standing in armor normally. If you really want to see what her AR value is then you'll need to use the console debugging screen.

My advice is to give her the equipment you think makes sense and don't worry too much about it. If she still seems to get hit too hard, use her options to boost her health value. And if you have boosted her health value it's quite possible the AR value will not be as high as you think it should be because the health boost also gives her a hidden AR boost.
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Sabrina garzotto
 
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Post » Wed Sep 01, 2010 10:19 pm

The AR value reported won't change after you give her enchanted equipment until the game has had enough time to decide whether to use it. So right after you give it to her it may be 0, but if you wait a little while (especially if you move to another location) she might benefit.


That's probably it since the latest releases. When checking, the enchanted armor set gives the correct AR a majority of the times, but sometimes not - and I guess that might be after my char has repaired it and given it back. I've wondered what might cause it.

Didn't know about the hidden AR boost either.
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Shannon Lockwood
 
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Post » Wed Sep 01, 2010 1:43 pm

Ironically it does when you actually enchant armor pieces. I tried enchanting a shirt with shield and giving it to Vilja without any results. When I tried with actual armor however it had work OK. I enchant a cuirass, a ring and some greaves with a 12% shield effect and each piece adds 12 points of armor and their bonus stacks correctly.
Hmm, I remember trying those stones on leather armors and they gave the same lowly AC as plain ones. But I'll try experimenting some more.
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naana
 
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Post » Wed Sep 01, 2010 6:06 pm

Err... you played the Oblivion contents of the game, didn't you? Things like... closing gates? Sigil stones? http://www.uesp.net/wiki/Oblivion:Useful_Enchantments#Elemental_Armor_2 - more than ever possible with custom enchants. You can enchant simple clothes without AC of its own whatsoever and still get 25+25+25=75% AC, ant that's not counting the shield and/or jewelry. But for some reason it didn't work on Vilja. Question is, whether it's only a matter of displayed numbers, or the enchantment will be useless in battle.


Heh, I played the mainquest in 2006. Never found it worth spending time in those boring ugly pink areas again, when there are so many better things to do in Cyrodiil! :D. I do know about Sigil stones, I just didn't realize it was them you were talking about. And, as Amgepo said already, effects suitable for armor tend to only work on armor for companions.


Well, a good ending anyway. He had Vilja working and the thumbs down has been removed.

By the way, I had been making progresses researching on the problem of archers not firing arrows. I had many testing to do, but I think in some weeks I could have a fix or at least some guides that could lead others to fix this problem.


Wow, that sounds amazing! :) I'm eager to learn more, and I believe CDCooley is so, too.


Btw, in the next version of Vilja (we've decided to call it ver 3, as there are so many new features added) she will be able to learn to use some shield spells on herself (after you have fulfilled a little quest-line, of course)
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Queen
 
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Post » Wed Sep 01, 2010 6:18 pm

I am wondering about how Vilja starts her combat.
As I have had some difficulty getting her not to fight mod added NPC's.
Right now she is set not to fight anything. I can get attacked by animals and she will not move a muscle - so that is working.
Then I can enter a Better Cities and a Better Cities Guard gets Vilja all riled up, and she attacks shouting "You leave my friend alone" and others to that affect :D
First I thought they somehow got added evil faction values but checking them with Ref-scope shows only good factions. For Better Cities there is some new factions plus the old ones but nothing struck me as strange or funny.

Usually I jump in and try to talk to her before she kills the offending party and sends here somewhere else.

Well, I am kinda stumped at where to start looking for solutions. She has worked fine, then something changed - I just can't figure out what. And I have really only noticed her attacking Modd added NPC's.
There might be something more going on, there are other aggressive NPC's - but they are either part of evil factions or thieves guild members.

Consider this a free bump :twirl:
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Chloe Yarnall
 
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Post » Wed Sep 01, 2010 10:06 pm

Just wanted to pop in with a shameless commercial for my http://www.gamesas.com/index.php?/topic/1118552-relz-hud-status-bars/ mod. It allows you to add status bars for most anything you want in the game, among that bars for Vilja's health (or other stats). http://www.tesnexus.com/downloads/images/34905-1-1286526927.jpg is a picture of a player who has added bars for Vilja (and Neeshka).
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Dan Stevens
 
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Post » Wed Sep 01, 2010 12:20 pm

I am wondering about how Vilja starts her combat.
As I have had some difficulty getting her not to fight mod added NPC's.
Right now she is set not to fight anything. I can get attacked by animals and she will not move a muscle - so that is working.
Then I can enter a Better Cities and a Better Cities Guard gets Vilja all riled up, and she attacks shouting "You leave my friend alone" and others to that affect :D
First I thought they somehow got added evil faction values but checking them with Ref-scope shows only good factions. For Better Cities there is some new factions plus the old ones but nothing struck me as strange or funny.

Usually I jump in and try to talk to her before she kills the offending party and sends here somewhere else.

Well, I am kinda stumped at where to start looking for solutions. She has worked fine, then something changed - I just can't figure out what. And I have really only noticed her attacking Modd added NPC's.
There might be something more going on, there are other aggressive NPC's - but they are either part of evil factions or thieves guild members.

Consider this a free bump :twirl:


I wonder... are you sure you got the latest version of Vilja, 2.3.2? And, if not, have you got a certain Wolfgang in tow?
There are mods that for various reasons cast harmless spells on creatures. Only that Vilja doesn't know the spells are harmless! And, she used to be set up to instantly defende Wolfgang and Bruse if they were attacked by anything. See what I mean? A mod throws a spell at Wolfgang, you can't notice it anywhere, but Vilja does! And starts looking around for anything potentially hostile...

We started to get reports about this problem, found the problem and cured it (well, CDCooley did), so with ver 2.3.2 it should all work well, if the problem is the one I think it is.

Apart from that... could it be that you are really seriously injured when these things happens? Even if Vilja is told not to fight at all, she will defend you against anything potentially hostile if your health is down to, hm... 30 % (I don't recall the exact number we decided on by heart). Still, it wouldn't really explain why she attacks an innocent guard the way you explain.
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Matt Bigelow
 
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Post » Wed Sep 01, 2010 1:29 pm

I wonder... are you sure you got the latest version of Vilja, 2.3.2? And, if not, have you got a certain Wolfgang in tow?


Darn it, I got 2.3.2. I really hoped I had an older version.
But you gave me a few ideas what to check for. Silent spells; sure, I probably got a mod or two that might use that feature. And tokens added just about everywhere, but that's something else...
Although I think Ref-scope can check for spells on NPC's and I looked through one once, but I will re-check now that you gave me a few pointers.

Thanks!
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gandalf
 
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Post » Thu Sep 02, 2010 1:00 am

Darn it, I got 2.3.2. I really hoped I had an older version.
But you gave me a few ideas what to check for. Silent spells; sure, I probably got a mod or two that might use that feature. And tokens added just about everywhere, but that's something else...
Although I think Ref-scope can check for spells on NPC's and I looked through one once, but I will re-check now that you gave me a few pointers.

Thanks!


Do check if leaving Wolfgang behind changes the situation! And also what your health might do here. That will make it easier for us to understand what might be up, so that we can attend to it, if there is something that we need to attend to.
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GEo LIme
 
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Post » Wed Sep 01, 2010 9:23 pm

Just wanted to pop in with a shameless commercial for my http://www.gamesas.com/index.php?/topic/1118552-relz-hud-status-bars/ mod. It allows you to add status bars for most anything you want in the game, among that bars for Vilja's health (or other stats). http://www.tesnexus.com/downloads/images/34905-1-1286526927.jpg is a picture of a player who has added bars for Vilja (and Neeshka).



Wow, that looks good indeed! I wouldn't call it a shameless commercial, I'd rather call it a vital headsup for a mod many of us might want to use. Thank you for sharing :)
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neil slattery
 
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Post » Wed Sep 01, 2010 6:47 pm

Darn it, I got 2.3.2. I really hoped I had an older version.
But you gave me a few ideas what to check for. Silent spells; sure, I probably got a mod or two that might use that feature. And tokens added just about everywhere, but that's something else...
Although I think Ref-scope can check for spells on NPC's and I looked through one once, but I will re-check now that you gave me a few pointers.

Thanks!

Check her personality. Is it less than 80? That can cause problems like this, but it really shouldn't stay lower than 80 for any length of time because a script should be resetting it at least once every game session.
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Monika Fiolek
 
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Post » Thu Sep 02, 2010 12:59 am

Check her personality. Is it less than 80? That can cause problems like this, but it really shouldn't stay lower than 80 for any length of time because a script should be resetting it at least once every game session.

Right. Will check on this too. And you might be onto something here, since I am using Vector and are having trouble curing Vilja. Some of vectors diseases does lower Personality, but then if your script raise them again it should not be a problem.
O_o So many things to look out for, he he.

Thanks!
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Daniel Lozano
 
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Post » Wed Sep 01, 2010 10:50 pm

Greetings!

Long time Neeshka user (though I've ran no companions recently) who, after much wavering, is giving Vilja a try. I've a question on her functionality.

One thing I really liked about Neeshka was that once the sun went down she automatically wielded a lighted torch. (I use a night-sky darkener, so torches are pretty much obligatory during evening wilderness adventures.) So far Vilja has not done this. (And yes, I gave her several torches.) There is reference to her "lighting torches" in the readme, but I've not yet found a torch enabler amongst her various options. There's every chance I'm simply overlooking something obvious. Either that, or maybe she uses torches only in "dungeons"? (Note that I have NOT yet taken Vilja inside a dungeon, since none of my current quests require it.)

Any insight on this is much appreciated.

Thanks in advance!

-Decrepit-
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Andrea Pratt
 
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Post » Wed Sep 01, 2010 8:08 pm

Right. Will check on this too. And you might be onto something here, since I am using Vector and are having trouble curing Vilja. Some of vectors diseases does lower Personality, but then if your script raise them again it should not be a problem.
O_o So many things to look out for, he he.

Thanks!


"Normal" diseases she should cure herself from by default, but I'm not sure how the Vector ones work.
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Jonathan Montero
 
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Post » Wed Sep 01, 2010 4:22 pm

Greetings!

Long time Neeshka user (though I've ran no companions recently) who, after much wavering, is giving Vilja a try. I've a question on her functionality.

One thing I really liked about Neeshka was that once the sun went down she automatically wielded a lighted torch. (I use a night-sky darkener, so torches are pretty much obligatory during evening wilderness adventures.) So far Vilja has not done this. (And yes, I gave her several torches.) There is reference to her "lighting torches" in the readme, but I've not yet found a torch enabler amongst her various options. There's every chance I'm simply overlooking something obvious. Either that, or maybe she uses torches only in "dungeons"? (Note that I have NOT yet taken Vilja inside a dungeon, since none of my current quests require it.)

Any insight on this is much appreciated.

Thanks in advance!

-Decrepit-


There′s something like that under the "I could use you help"-topic, at least for me...(latest version of adorable Vilja :laugh: )
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Benjamin Holz
 
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Post » Wed Sep 01, 2010 7:19 pm

Greetings!

Long time Neeshka user (though I've ran no companions recently) who, after much wavering, is giving Vilja a try. I've a question on her functionality.

One thing I really liked about Neeshka was that once the sun went down she automatically wielded a lighted torch. (I use a night-sky darkener, so torches are pretty much obligatory during evening wilderness adventures.) So far Vilja has not done this. (And yes, I gave her several torches.) There is reference to her "lighting torches" in the readme, but I've not yet found a torch enabler amongst her various options. There's every chance I'm simply overlooking something obvious. Either that, or maybe she uses torches only in "dungeons"? (Note that I have NOT yet taken Vilja inside a dungeon, since none of my current quests require it.)

Any insight on this is much appreciated.

Thanks in advance!

-Decrepit-



Hi Decrepit,

I've seen you posting earlier that Neeshka is your favorite companion, and as I like both Neeshka AND Vilja, I was sort of hoping you would give Vilja a try at some point. I almost always have both of them in tow.

Vilja, as well as Neeshka, can carry a torch for you. If you go to her topic "I could use your help" in the main topics list and scroll down the options there, you should find "Use a torch when it is dark". That will make her use a torch automatically, until you go back to the same topic and tell her to stop using a torch when it is dark. I thought it was set up the same way with Neeshka, but maybe it is reversed with her? (i.e. she might use the torch by default until you tell her to stop doing so).

Also note that many of Vilja's options can be set in her Options book, which you reach from her skill reports menu. Like for instance how often she will talk and whether or not you want her to be essential, which swimsuit she will use etc etc.
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Georgia Fullalove
 
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Post » Wed Sep 01, 2010 11:50 am

Hi Decrepit,

I've seen you posting earlier that Neeshka is your favorite companion, and as I like both Neeshka AND Vilja, I was sort of hoping you would give Vilja a try at some point. I almost always have both of them in tow.

Vilja, as well as Neeshka, can carry a torch for you. If you go to her topic "I could use your help" in the main topics list and scroll down the options there, you should find "Use a torch when it is dark". That will make her use a torch automatically, until you go back to the same topic and tell her to stop using a torch when it is dark. I thought it was set up the same way with Neeshka, but maybe it is reversed with her? (i.e. she might use the torch by default until you tell her to stop doing so).

Also note that many of Vilja's options can be set in her Options book, which you reach from her skill reports menu. Like for instance how often she will talk and whether or not you want her to be essential, which swimsuit she will use etc etc.


Thanks for the reply! I'll explore the "I could use your help" topic more fully. I'll say no more for now, since I've not ran Vilja long enough offer a fair assessment.

-Decrepit-
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Claire Vaux
 
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Post » Wed Sep 01, 2010 6:22 pm

Hi

Just dropping in to say that I have just finished the second Vilja quest, which I thought was extremely well done and most enjoyable - and, as always, love the humour :)

Many thanks for all the hard work you have done to make this the best companion mod ever!
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Amysaurusrex
 
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Post » Wed Sep 01, 2010 9:45 pm

Hi

Just dropping in to say that I have just finished the second Vilja quest, which I thought was extremely well done and most enjoyable - and, as always, love the humour :)

Many thanks for all the hard work you have done to make this the best companion mod ever!



Thank you :)

Good to hear that you still are enjoying her - I know she has been in your game for quite a while now!



Maybe it's time to officially mention now that we are actually playtesting Vilja ver 3! Which includes an additional quest, lots of more pvssyr, more questpvssyr and interaction with other companions and on top of that a bunch of new features - some of them I don't think have been used in any Oblivion companion before...

The new version is not finished yet, but if you have found any irritating details in the current version that needs to be attended to, now is the time to point this out. It can be small things like a dialog entry wrongly filtered so that she says something when she shouldn't, or whatever.
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louise fortin
 
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Post » Wed Sep 01, 2010 1:08 pm

Ho-ho-ho! Can't wait to see Vilja 3!
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Alada Vaginah
 
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Post » Thu Sep 02, 2010 1:18 am

Maybe it's time to officially mention now that we are actually playtesting Vilja ver 3! Which includes an additional quest, lots of more pvssyr, more questpvssyr and interaction with other companions and on top of that a bunch of new features - some of them I don't think have been used in any Oblivion companion before...

The new version is not finished yet, but if you have found any irritating details in the current version that needs to be attended to, now is the time to point this out. It can be small things like a dialog entry wrongly filtered so that she says something when she shouldn't, or whatever.


Woohoo! :celebration:

Emma, I do actually have a tiny request for version 3, if you don't mind...is it possible to tone down how often Vilja's random pvssyr brings up the "What I would really, really like to do is go to Cheydinhal..." line at a certain point in her quest? (Going to continue this under the spoiler tag, just in case.)

Spoiler
I had the misfortune of hitting this quest of hers while I was in the middle of doing Allies for Bruma--and got to the point where she needed to go to Cheydinhal just after I'd closed the Skingrad gate. Cheydinhal was very far away, and I had three more cities and Sancre Tor to get through before I was willing to take a break from the MQ to go to there. (I know the need to go to Cheydinhal is pretty pressing, for Vilja, but there's an Oblivion crisis on! Priorities! ;) I'm RPing things so that the Oblivion Crisis comes first for my character...as opposed to my last time through the game, where I kicked around doing other things for the better part of a year (in the game) before I got around to finishing the MQ.)

So really, part of the problem is that I didn't get to Cheydinhal for the better part of a week after Vilja asked me to, and that's my own stubbornness at fault there :P, but...I swear I must have heard her "Cheydinhal plz?" line at least a thousand times during that. She asked to go to Cheydinhal while we were walking around town, tramping through the wilderness, closing Oblivion Gates, hip deep in undead in Sancre Tor, etc. etc. A friend of mine now refers to this as the Great Cheydinhal Obsession of '10, because Vilja just wouldn't let the idea go: she must have asked me about Cheydinhal at least once every fifteen minutes.


I'll freely admit that I find the whole thing more amusing than anything, but sometimes it did grate on the nerves. So...if you could change how frequently that line appears in her pvssyr, I would appreciate it. As would the twitch in my character's eye that appears everytime someone says the word "Cheydinhal." ;)
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Rudy Paint fingers
 
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Post » Wed Sep 01, 2010 4:05 pm

Woohoo! :celebration:

Emma, I do actually have a tiny request for version 3, if you don't mind...is it possible to tone down how often Vilja's random pvssyr brings up the "What I would really, really like to do is go to Cheydinhal..." line at a certain point in her quest? (Going to continue this under the spoiler tag, just in case.)I'll freely admit that I find the whole thing more amusing than anything, but sometimes it did grate on the nerves. So...if you could change how frequently that line appears in her pvssyr, I would appreciate it. As would the twitch in my character's eye that appears everytime someone says the word "Cheydinhal." ;)


Nag,Nag,Nag,... :ahhh:
I kinda thought the same thing, sounds Just like a Wife when she gets something on her mind.... :rofl:
Spoiler
That's Mot the only time that happens,,, :P

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sam smith
 
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