[RELZ] Companion Vilja ver 3.0 ! (thread no 7)

Post » Wed Sep 01, 2010 3:26 pm

I started a new game with Vilja. After the tutorial I did some things in the IC and then decided to start right off with Vilja. SO I went to the Bloated Goat and got her to join me. While there I figure why not do the Redwater quest. So I started that. Now here a are couple of things I experienced and I do not know if they are by design or not:

First, I asked her to follow me and equip her armor. Told her to set her combat to attacj enemies on sight.
Asked about taking a nap but she had no place to slee so I asked her to wait while I slept to initiate the quest.
Wke up, told her "Lets go"
Met the first bad guy, did not have weapon drawn. Initiated combat. Vilja did not join in but healed me (nice surprise!)
Second bad guy I had weapon drawn and initiated combat. Vilja did not join in but healed me. Cast "Vilja combat spell". She attacked the bad guy who ignored her.
Killed the bad guy. Noticed that Vilja used her mace which was one point lower in damage than the sword. She used her sword before. I use the MOBS plugin if that makes a difference.
Third bad guy, same experience, all the way to quest end.
Bad guys ignored her even if she was attacking them and I was blocking.

So, is Vilja supposed to use her mace as preferred?
Is she supposed to not attack even if told to attack enemies on sight?

Perhaps it is my combo of mods, I use TIE, ROM, MMM, Frans, MOBS.

These things are not really ssues, seems to give me more control, but sometimes I need her to fight without casting the combat spell as I cannot do that with weapon drawn (ROM mod) and to sheathe the weapon and cast the spell leaves me open to a few hits that at low level can kill me.



Peter, are you saying you started a *new* game and she healed you from start??

That's not supposed to happen, she shouldn't offer healing until much later on and certainly not if she is set to attack everything.

I wonder if you triggered all these actions very, very rapidly after starting the first conversation with her, so that her quest-script never had a chance to update before she was told to fight, to to sleep and then you went to sleep and after that told her instantly to come with her. I also wonder if it's related to that you started this partiular quest before you and Vilja had even left the Bloated Float, as she is designed to be disabled if you are doing this quest before she has joined you and her quest-script has been updated.

I'm so glad you reported it now. Have you by any chance a save from right before she joined you? If so, could you go and ask her to join you again, give the quest-script a chance to update, and leave the Bloated Float interior once before you go back there to do the quest? I would be interested to know if the same thing happens.
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Sebrina Johnstone
 
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Post » Thu Sep 02, 2010 12:15 am

Peter, are you saying you started a *new* game and she healed you from start??

That's not supposed to happen, she shouldn't offer healing until much later on and certainly not if she is set to attack everything.

I wonder if you triggered all these actions very, very rapidly after starting the first conversation with her, so that her quest-script never had a chance to update before she was told to fight, to to sleep and then you went to sleep and after that told her instantly to come with her. I also wonder if it's related to that you started this partiular quest before you and Vilja had even left the Bloated Float, as she is designed to be disabled if you are doing this quest before she has joined you and her quest-script has been updated.

I'm so glad you reported it now. Have you by any chance a save from right before she joined you? If so, could you go and ask her to join you again, give the quest-script a chance to update, and leave the Bloated Float interior once before you go back there to do the quest? I would be interested to know if the same thing happens.


Thanks for the quick reply and it happened as you said, never left the boat. I will revert to previous save and try again to see if that fixes it. Will report back shortly.
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JESSE
 
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Post » Wed Sep 01, 2010 4:23 pm

Thanks for the quick reply and it happened as you said, never left the boat. I will revert to previous save and try again to see if that fixes it. Will report back shortly.


Thanks! I go and see if I can dig up a char that I could do this with, as well.
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Taylah Haines
 
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Post » Wed Sep 01, 2010 4:17 pm

'Before I start out on a description of the new version, I wish to express my sincere gratitude to a Great Grandmaster in storytelling, Discworld author Terry Pratchett. He has been travelling Cyrodiil with Vilja in tow since the first version of her was released, and he has not only been so kind and brain-stormed over her with me, but has also written more than 100 of the new pvssyr- and Thieves Guild-entries in ver 3 especially for Vilja. Several of her new features and topics originates from his thoughts on her. Many, many thanks! '

This is awesome in so many ways. Has there ever been a user made made mod (in any game) that includes in its credits a Knight of the Realm? Maybe you should refer to TP as Sir Terence Pratchett, he was knighted in 2009.

Anyway, thank you for your continuing work on this amazing mod.
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Veronica Martinez
 
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Post » Wed Sep 01, 2010 11:26 pm

OK, I tried again. Left the boat after Vilja joined me. Went to temple district. Came back to boat to start quest.

First fight she did not heal me but did not join in until I cast the attack spell. Even after I talked to her during battle and she asked me if I needed help, she did not attack.

She healed me when I went to the location of the second bad guy. She did not join fight until I cast her combat spell.

She healed me when we went to the third location. Did not join comabt until I cas comabt spell.

She is still prefering her mace over the better longsword.

My load order:

Note I do not use the OOO esp as I only use the esm resources for the ROM mod.

Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 1.0]03  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]04  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]05  MD_Saddle_Master.esm06  Cobl Main.esm  [Version 1.73]07  TamRes.esm08  Harvest[Containers].esm09  Harvest[Containers] - Player Home Add-on.esm0A  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0B  Mart's Monster Mod.esm  [Version 3.7b3p3]0C  Kvatch Rebuilt.esm0D  John's Leveled List Overhaul.esm0E  The Arsenal.esm0F  Unofficial Oblivion Patch.esp  [Version 3.3.2]10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]12  SM Plugin Refurbish - SI.esp  [Version 1.05]13  TamRes.esp14  LoadingScreens.esp15  LoadingScreensAddOn.esp16  All Natural.esp  [Version 1.1]17  All Natural - SI.esp  [Version 1.0]++  Symphony of Violence.esp18  MIS Low Wind.esp19  Storms & Sound.esp1A  Rainbows.esp1B  All Natural - Real Lights.esp  [Version 1.1]1C  Cities Alive At Night.esp1D  WindowLightingSystem.esp1E  AliveWaters.esp1F  AliveWaters - Koi Addon.esp20  Ayleid Loot EXtension.esp21  FlyingCameraMod.esp  [Version 1.3]22  Days&Months.esp++  Item interchange - Extraction.esp  [Version 0.78]23  P1DseeYouSleep.esp++  VA_BetterGold.esp24  Enhanced Economy.esp  [Version 5.1]25  DropLitTorchOBSE.esp  [Version 2.4]26  Enhanced Seasons.esp  [Version 1.3.1]27  Get Wet.esp28  NameThatHorse.esp29  Streamline.311.esp2A  Map Marker Overhaul.esp  [Version 3.8]2B  Map Marker Overhaul - SI additions.esp  [Version 3.5]2C  DLCHorseArmor.esp2D  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]2E  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]2F  DLCOrrery.esp30  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]31  SM Plugin Refurbish - Orrery.esp  [Version 1.11]32  DLCMehrunesRazor.esp33  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]34  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]35  Adonnays Elven Weaponry.esp36  ACCCGR SI.esp37  The Arsenal.esp++  The Arsenal - Leveled Lists.esp38  Vvardenfell_Imports.esp39  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp3A  RealSwords - Goblin Brought to Life.esp3B  Dude Wheres My Horse.esp3C  MD Saddlebags v3.0.esp3D  DLCThievesDen.esp3E  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.6]3F  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]40  Francesco's Optional Chance of Stronger Bosses.esp41  Francesco's Optional Chance of Stronger Enemies.esp++  Francesco's Optional Vendor Tweaks.esp42  Francesco's Optional Leveled Quests.esp43  Francesco's Optional Leveled Arena.esp44  Cobl Glue.esp  [Version 1.73]45  Cobl Si.esp  [Version 1.63]46  TIE.esp  [Version 1.41]++  Harvest[Containers] - Player Home Add-on.esp++  Harvest[Containers] - Vanilla - Ore Respawn.esp++  Harvest[Containers] - SI - Ore Respawn.esp47  John's Leveled List Overhaul.esp++  John's Leveled List Overhaul - Cyrodillic Armors.esp48  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]49  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]4A  Mart's Monster Mod - Durability & Damage.esp  [Version 3.7b3p3]4B  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Reavers.esp  [Version 3.7b3p3]4C  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Skeep.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]4D  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]4E  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]4F  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions MMM+Fran.esp  [Version 3.7b3p3]50  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  MMM-Cobl.esp  [Version 1.73]51  TamrielTransportationNetwork.esp52  EM_CompInnsleeping.esp  [Version 0.9]53  Imperial Furniture Renovated.esp54  Cathedral Improver.esp55  ICEXPAND.esp56  Jagnot- Imperial City Library V1.3.esp57  kingdomofAlmar.esp58  Kragenir's Death Quest.esp59  Kvatch Rebuilt.esp5A  Kvatch Rebuilt Weather Patch.esp5B  GlenvarCastle.esp5C  ShezriesTownsMaster.esp5D  The Ayleid Steps.esp  [Version 3.4]5E  Aylied Steps - AN Real Lights patch.esp  [Version 1.00]5F  thievery.esp60  thievery - EE patch.esp  [Version 4.2]61  Trail  South East.esp62  Trail  WEST.esp63  Trail  EAST.esp64  Trail  Central.esp65  Trails of Cyrodiil North Short Cut.esp66  VaultsofCyrodiil.esp67  VOILA.esp68  VOILA - Soldiers of Empire.esp69  za_bankmod.esp6A  DLCBattlehornCastle.esp6B  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]6C  SM Plugin Refurbish - Battlehorn.esp  [Version 1.2]6D  Knights.esp6E  Knights - Unofficial Patch.esp  [Version 1.1]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]6F  ROM Revised Oblivion Mod.esp70  MOBS SI.esp  [Version 1.2.2a]71  ROM Patch - Knights.esp  [Version 2.30]++  ROM Patch - MMM.esp72  ImpeREAL Empire - Unique Forts.esp73  AFK_Weye.esp  [Version 2.2.Non-COBL]74  Shadowcrest_Vineyard_COBL.esp75  Shadowcrest_Vineyard_GuardCOBL.esp76  ElsweyrAnequina.esp77  road+bridges.esp  [Version 4.5.9]78  NRB4+Vineyard Patch.esp79  Feldscar.esp  [Version 1.0.4]7A  Vergayun.esp  [Version 1.0.6]7B  Faregyl.esp  [Version 1.0.10]7C  Faregyl+Anequina Patch.esp7D  The Arsenal - Faregyl Patch.esp7E  Molapi.esp  [Version 1.0]7F  Reaper's Bleaker's Way Village Revamp.esp80  NRB4+RBWR Patch.esp81  xuldarkforest.esp  [Version 1.0.5]82  xulStendarrValley.esp  [Version 1.2.2]83  xulTheHeath.esp84  XulEntiusGorge.esp85  xulFallenleafEverglade.esp  [Version 1.3.1]86  Anequina-Fallenleaf-Patch.esp87  xulColovianHighlands_EV.esp  [Version 1.2.1]88  xulChorrolHinterland.esp  [Version 1.2.2]89  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]8A  KragenirsDeathQuest-LostCoast patch.esp8B  xulBravilBarrowfields.esp  [Version 1.3.2]8C  xulLushWoodlands.esp  [Version 1.3.1]8D  xulAncientYews.esp  [Version 1.4.3]8E  xulAncientRedwoods.esp  [Version 1.6]8F  xulCloudtopMountains.esp  [Version 1.0.3]90  KragenirsDeathQuest-CloudtopMountains patch.esp91  Ravenview-Cloudtop-Patch.esp  [Version 2.0]92  xulArriusCreek.esp  [Version 1.1.3]93  xulPatch_AY_AC.esp  [Version 1.1]94  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.3]95  KragenirsDeathQuest-RollingHills patch.esp96  xulPantherRiver.esp97  xulRiverEthe.esp  [Version 1.0.2]98  xulBrenaRiverRavine.esp  [Version 1.1]99  xulImperialIsle.esp  [Version 1.6.6]9A  xulBlackwoodForest.esp  [Version 1.1.0]9B  xulCheydinhalFalls.esp  [Version 1.0.1]9C  KvatchRebuilt-CheydinhalFalls patch.esp9D  xulAspenWood.esp  [Version 1.0.2]9E  Lakewood+AspenWood Patch.esp  [Version 2.0]9F  xulSkingradOutskirts.esp  [Version 1.0.1]A0  xulSnowdale.esp  [Version 1.0.1]A1  Feldscar+Snowdale Patch.esp  [Version 1.0]A2  NRB4+UL-II Patch.esp  [Version 5.0.1]A3  TrailsOfCyrodiil-UL merged patch.espA4  West Roads.espA5  Legion Ranger Addon.espA6  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]A7  Dungeon Actors Have Torches 1.6 CT.espA8  Dungeon Actors Have Torches 1.6 DT.espA9  Exterior Actors Have Torches 1.3 CT.espAA  Exterior Actors Have Torches 1.3 DT.espAB  ImprovedSoulgems.esp  [Version 1.11]++  more books teach.espAC  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]AD  P1DkeyChain.esp  [Version 5.00]++  Enhanced Vegetation [100%].espAE  Soulgem Magic.esp  [Version 1.0]AF  Storms & Sound - AFK_Weye.espB0  Storms & Sound - Imperial Furniture Renovated.espB1  Storms & Sound - Bank of Cyrodiil.espB2  Toggleable Quantity Prompt.esp  [Version 3.2.0]B3  Quest Award Leveller.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.espB4  RealSleepExtended.esp  [Version 2.5]B5  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]B6  Duke Patricks - Actors Can Miss Now.espB7  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.78]B8  1em_Vilja.esp  [Version 3.0]B9  [GFX]_Initial_Glow-self.esp++  LightSpellTorch.esp++  HVH_LifeDetect.esp++  AN Scripts.esp**  NRB4 Standard Road Record.esp++  Harvest Containers Filter patch for mods.esp  [Version 1.00]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]BA  Bashed Patch, 0.esp


EDIT: Emma, you should not assume the problem is with Vilja, it could be my mods. If you cannot verify this then I will look to see what it is about my game causing this, it would not be a Vilja issue. My ROM mod changes the magic system and uses a fatigue system.

I took a closer look when I tested and Vilja does not have the Spellcasting topic in case you needed to know (which is because she has not learned any spells as per the manual).
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pinar
 
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Post » Wed Sep 01, 2010 12:20 pm

She is still prefering her mace over the better longsword.

Maybe she prefers the mace because the mace is more effective. I mean, the sword may have a greater damage listed because your character, with a greater blade than blunt skill makes greater damage with it.
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FLYBOYLEAK
 
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Post » Wed Sep 01, 2010 3:47 pm

Now, wait. Do you mean that if I use a customized ESP for the hair additions, as I'm trying to do, I don't have to upgrade the AI? Because the documentation seems to indicate you need a customized ESP to upgrade the AI if you use TES4Edit. Those statements contradict one another.

Please excuse my obtuseness, but I'm really trying to understand.

We just released Vilja version 3. There are two situations possible:

1) If you had made your own changes for the older version 2, then you need to upgrade it (preferably with TES4Edit).
2) If you are just now starting to make one, then there's no need to upgrade anything.

I think you're in situation 2 and making this process much more complicated than it needs to be by trying to take a shortcut.



To upgrade her hair the first stage is to pick the hair you want and find out the mesh and texture file names that it uses. Which hair style are you trying to give her? And do you know the .NIF and .DDS file names for that style? If you aren't sure about the NIF and DDS file names you'll need to load up the appropriate mods in the CS to check, then close the CS before continuing.

There are then two options:

A) Modifying the 1em_Vilja.esp file directly (This is shorter but probably not a good idea.)

Simply open 1em_Vilja.esp as the Active file in the Construction Set and make sure you don't have any other ESP files loaded with it. Edit the 1emmViljaHairStyle to use the NIF and DDS for your preferred hair style. (You'll be selecting those files using a file picker dialog box from the Characters - Hair... menu.)


B) Create a custom Vilja patch ESP file (that can be used with future versions of Vilja.)

You have to rename 1em_Vilja.esp to something else and put 1em_Vilja_master.esp in it's place. Then you load the 1em_Vilja.esp (which is really the ESMified master) in the CS.

If you're really just starting you'll only be loading 1em_Vilja.esp and won't have any Active mods. If you make a change and decide that you want to try something else, you load both 1em_Vilja.esp and your ESP file as the Active one.

Edit the 1emmViljaHairStyle to use the NIF and DDS for your preferred hair style. (Choose Character - Hair... from the menu, then click on the two long buttons with file names.)

When you save your changes for the first time, you'll have to choose a name for your ESP file. I recommend 1em_Vilja_with_better_hair.esp or something similar. :)

Then you need to swap back so that you have the real 1em_Vilja.esp file instead of the fake master file before you start the game to test.

The documentation folder has the web page which includes screenshots along with these steps.

If you still have problems, post exactly which hair from which mod you're trying to use and I'll make it for you.
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Jade MacSpade
 
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Post » Thu Sep 02, 2010 12:56 am

Maybe she prefers the mace because the mace is more effective. I mean, the sword may have a greater damage listed because your character, with a greater blade than blunt skill makes greater damage with it.


Her blade and blunt skills are both 30 so she should be using the blade (unless against skeletons maybe).
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Sweet Blighty
 
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Post » Wed Sep 01, 2010 10:35 pm

well, if the better weapon had taken damage in the previous fight, she would use the one with lower stats, just like you would.

...I've tested in my game. I think this is a mod conflict. When I tried exactly the same situation, she fought as she should and only healed herself . I don't know what to think, but will try it again and make sure she is in wander mode when this starts (I had her following me).

Does she heal you also in other situations? Or is this solely related to the Bloated Float quest?
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Brandon Bernardi
 
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Post » Wed Sep 01, 2010 4:34 pm

Is there any instance when in battle that the enemies do not ignore Vilja? Sometimes it would be good if she enagages one enemy and they her while I chase down the other. Or better if her and I rtake an enemy each instead of both flailing on me while she just attacks them.

But this could be the behavior, I have not played this enough to see how she will behave further.
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Ashley Campos
 
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Post » Wed Sep 01, 2010 11:00 pm

well, if the better weapon had taken damage in the previous fight, she would use the one with lower stats, just like you would.

...I've tested in my game. I think this is a mod conflict. When I tried exactly the same situation, she fought as she should and only healed herself . I don't know what to think, but will try it again and make sure she is in wander mode when this starts (I had her following me).

Does she heal you also in other situations? Or is this solely related to the Bloated Float quest?


Only been with her in the Bloated Float so do not know. Please look at my edit in my previous post. I may have been too ambitious in my mods and my mod edits. Glad I found this now, I will adjust my game.

As for the weapon, the mace has damage, the sword is full health. So she should be using the sword. Once again, could be my mod issue.

I would say do not concern yourself with my problem until someone else reports the same. I think it is just my game.
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Lexy Dick
 
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Post » Wed Sep 01, 2010 4:24 pm

Is there any instance when in battle that the enemies do not ignore Vilja? Sometimes it would be good if she enagages one enemy and they her while I chase down the other. Or better if her and I rtake an enemy each instead of both flailing on me while she just attacks them.

But this could be the behavior, I have not played this enough to see how she will behave further.



I thought you played the previous version 2.3? Her behaviour shouldn't be any different, unless... hmm... are you using Shadowborn's mod? (see previous page).
It has the effect that baddies will go for you and not for your companions.
Normally, enemies tend to prefer you but attack you both, although the first enemy is more likely to go for you. If she is in her default mode, she will attack anything that attacks you, as soon as you raise a weapon (or your fist) or as soon as you start to take damage.

There is a thorough description in the "Important Notes on Gameplay"-document that we have enclosed in the zip-file.
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Georgine Lee
 
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Post » Wed Sep 01, 2010 12:52 pm

She healed me when I went to the location of the second bad guy. She did not join fight until I cast her combat spell.

Vilja isn't as aggressive as most companions. There will be some situations (and this may be one of them) where she won't start combat on her own. I know that if a merchant decides to attack you for stealing she will generally not come to your defense. This should not be a generic problem for all enemies.

She is still prefering her mace over the better longsword.
Better by what standards? Vilja has her own standards thanks to the game engine. If you want her to use a particular weapon you'll need to put the others into either her red or blue containers.

My ROM mod changes the magic system and uses a fatigue system.
ROM probably will have some interactions with Vilja. In particular since it constantly modifies her fatigue, speed, etc she may not always be able to move or act the way she should be.

I took a closer look when I tested and Vilja does not have the Spellcasting topic in case you needed to know (which is because she has not learned any spells as per the manual).

You've found the first bug for version 3. I have something wrong in her scripts because she's healing the player even when she shouldn't.
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adame
 
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Post » Wed Sep 01, 2010 8:16 pm

We just released Vilja version 3. There are two situations possible:

1) If you had made your own changes for the older version 2, then you need to upgrade it (preferably with TES4Edit).
2) If you are just now starting to make one, then there's no need to upgrade anything.

I think you're in situation 2 and making this process much more complicated than it needs to be by trying to take a shortcut.


I think I understand. So when you write about changes to version 2, you don't mean changes such as applying a customized ESP from the custom pack for Vilja 2.x. You mean changes as in, creating your own personalized ESP for version 2.

To upgrade her hair the first stage is to pick the hair you want and find out the mesh and texture file names that it uses. Which hair style are you trying to give her? And do you know the .NIF and .DDS file names for that style? If you aren't sure about the NIF and DDS file names you'll need to load up the appropriate mods in the CS to check, then close the CS before continuing.

There are then two options:

A) Modifying the 1em_Vilja.esp file directly (This is shorter but probably not a good idea.)

Simply open 1em_Vilja.esp as the Active file in the Construction Set and make sure you don't have any other ESP files loaded with it. Edit the 1emmViljaHairStyle to use the NIF and DDS for your preferred hair style. (You'll be selecting those files using a file picker dialog box from the Characters - Hair... menu.)


B) Create a custom Vilja patch ESP file (that can be used with future versions of Vilja.)

You have to rename 1em_Vilja.esp to something else and put 1em_Vilja_master.esp in it's place. Then you load the 1em_Vilja.esp (which is really the ESMified master) in the CS.

If you're really just starting you'll only be loading 1em_Vilja.esp and won't have any Active mods. If you make a change and decide that you want to try something else, you load both 1em_Vilja.esp and your ESP file as the Active one.

Edit the 1emmViljaHairStyle to use the NIF and DDS for your preferred hair style. (Choose Character - Hair... from the menu, then click on the two long buttons with file names.)

When you save your changes for the first time, you'll have to choose a name for your ESP file. I recommend 1em_Vilja_with_better_hair.esp or something similar. :)

Then you need to swap back so that you have the real 1em_Vilja.esp file instead of the fake master file before you start the game to test.

The documentation folder has the web page which includes screenshots along with these steps.

If you still have problems, post exactly which hair from which mod you're trying to use and I'll make it for you.


I'll give it a shot again, and see if it takes. I'm wondering if the problem may lie--not so much in Wrye Bash, but in the way it's looking at the patch. I'll report back.

And thank you, again, for your time.
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Javaun Thompson
 
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Post » Wed Sep 01, 2010 9:22 pm

I thought you played the previous version 2.3? Her behaviour shouldn't be any different, unless... hmm... are you using Shadowborn's mod? (see previous page).
It has the effect that baddies will go for you and not for your companions.
Normally, enemies tend to prefer you but attack you both, although the first enemy is more likely to go for you. If she is in her default mode, she will attack anything that attacks you, as soon as you raise a weapon (or your fist) or as soon as you start to take damage.

There is a thorough description in the "Important Notes on Gameplay"-document that we have enclosed in the zip-file.


Her behavior is different than the previous version when I played a different game a few weeks back. But then I brought her in when I was higher level, not from the start. I am not using Shadowborn's mod.

I would say table this issue and I will work with my game to adjust my mods.
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Anna Kyselova
 
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Post » Thu Sep 02, 2010 12:00 am

B) Create a custom Vilja patch ESP file (that can be used with future versions of Vilja.)

You have to rename 1em_Vilja.esp to something else and put 1em_Vilja_master.esp in it's place. Then you load the 1em_Vilja.esp (which is really the ESMified master) in the CS.

If you're really just starting you'll only be loading 1em_Vilja.esp and won't have any Active mods. If you make a change and decide that you want to try something else, you load both 1em_Vilja.esp and your ESP file as the Active one.

Edit the 1emmViljaHairStyle to use the NIF and DDS for your preferred hair style. (Choose Character - Hair... from the menu, then click on the two long buttons with file names.)

When you save your changes for the first time, you'll have to choose a name for your ESP file. I recommend 1em_Vilja_with_better_hair.esp or something similar. :)

Then you need to swap back so that you have the real 1em_Vilja.esp file instead of the fake master file before you start the game to test.

The documentation folder has the web page which includes screenshots along with these steps.

If you still have problems, post exactly which hair from which mod you're trying to use and I'll make it for you.


I did it again, as stated above, exactly. And again, it failed. The hair is showing up correctly in the customized ESP when I open the CS--I just checked again--but in the game, it isn't. Either the issue is Wrye Bash, or I'm doing something else wrong, so let me doublecheck with you about a few simple and very obvious steps:

1) The main Vilja mod should load first, then the customized Vilja mod after it, correct?
2) The customized mod shows up green in Wrye (I've gone back to 287, after a recent issue with 290), with a plus sign next to it. It points to its masters being Oblivion and Vilja.
3) There are no bashed tags to it. So nothing to check off in rebuilding the Bashed Patch.

I'm wondering if perhaps it requires the Graphics tag. Otherwise, I'm frankly mystified.
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Alan Cutler
 
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Post » Wed Sep 01, 2010 10:59 am

Her blade and blunt skills are both 30 so she should be using the blade (unless against skeletons maybe).


What I mean, is that maybe the sword shows a greater damage, only because your character can do more damage with it, having greater skill in blade than in blunt, while the raw damage for the mace is greater.

I have try the same quest in the bloated float, with a new character and in my game Vilja has behaved as in yours. Strangely after the quest has ended, I had pick a fight in the bloated float and Vilja has attacked normally. So, this only happen in bloated float while the quest is in effect. As Emma didn't experience this, obviously is a mod conflict, with a mod that both you and me had in our load orders (ill check on this).
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Zoe Ratcliffe
 
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Post » Wed Sep 01, 2010 11:27 pm

You've found the first bug for version 3. I have something wrong in her scripts because she's healing the player even when she shouldn't.



The bug is now squeezed :).
A patch is available both on Nexus and (in a few minutes) on my website, see links in the first post!
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Lloyd Muldowney
 
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Post » Wed Sep 01, 2010 10:53 am

What I mean, is that maybe the sword shows a greater damage, only because your character can do more damage with it, having greater skill in blade than in blunt, while the raw damage for the mace is greater.

I have try the same quest in the bloated float, with a new character and in my game Vilja has behaved as in yours. Strangely after the quest has ended, I had pick a fight in the bloated float and Vilja has attacked normally. So, this only happen in bloated float while the quest is in effect. As Emma didn't experience this, obviously is a mod conflict, with a mod that both you and me had in our load orders (ill check on this).



Did you tell her to go into wander-mode before you went to sleep, like Peter did? Cause in my game, I forgot to do this (or rather, I didn't think of that Peter had written about this). So she was in follow-mode when I woke up in the night. That could make a difference, maybe!

Now that I updated the sites with the new patch, I'll go ingame again and try to remember to tell her to wander.
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hannah sillery
 
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Post » Wed Sep 01, 2010 2:25 pm

I asked her "Wait here" while I went to sleep for 1 hour. When I woke up and the quest started I asked ke "Lets go" if that is what you mean by wonder mode. Thanks for the quick patch! However, I already started rebuilding my game so will try this hopefully tomorrow.

When you said "The bug is now squeezed" I pictured you at your computer ready to tacle the issue and saing "Perhaps we go and .... kill something" :) Vilja is just too funny at times. I would not be surprised if a thread popped up with favorite companion phrases.
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Samantha Jane Adams
 
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Post » Wed Sep 01, 2010 4:54 pm

Did you tell her to go into wander-mode before you went to sleep, like Peter did? Cause in my game, I forgot to do this (or rather, I didn't think of that Peter had written about this). So she was in follow-mode when I woke up in the night. That could make a difference, maybe!

No. She was in follow mode. The oddest part is that as a fist step to find the conflicting mod, I had deactivated all the mods with the same result. Possible causes:
-You had a mod that prevents this (?).
-The character has been generated with all my mods installed and I had not made a clean save.
-I had teleported my character from the beginning jail, to a dungeon (Fanacasecul), to avoid the first dungeon .

I'll try with a new character, without mods and without avoiding the first dungeon.

Anyway, she only do this in bloated float while this quest is active. I think you have make Vilja compatible with this quest, making her not appearing while the quest if you hadn't recruited her yet. Could it be related?
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Josh Sabatini
 
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Post » Thu Sep 02, 2010 2:06 am

Let's see... I went into the bloated float, picked her up with my lvl 30 character, brought her outside, asked her to tell me about her past. Went into the boat again. There were some random CM Partners and neeshka around as well, btw...

We went downstairs, she was following me. I slept on the bedroll, woke up in the night. Got journal entry. First baddy attacked... and *NEESHKA* (who wasn't my companion - I hadn't talked to her at all in this game) killed him. Vilja joined in with her sword and helped out. After that, Vilja and I cleared out the inn-part of the bloated float and she didn't hesitate a second. Continued outdoors and killed the baddie, and she helped out really well in spite of how seasick she felt.

So, the difference in my game might be any of these: a) Neeshka's involvement (which I thought was unimportant) B) we had been outside the Bloated Float and I hada talked to her, updating her "knowyou"-variable c) her combat setting might have been default instead of attack everything. If only this sequence is affected, I guess it's not so bad if she behaves OK in every other situation also in your games.

I'll try to check it out again (have just updated with the patch etc, so been pretty busy for a while)
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Craig Martin
 
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Post » Thu Sep 02, 2010 12:52 am

Let's see... I went into the bloated float, picked her up with my lvl 30 character, brought her outside, asked her to tell me about her past. Went into the boat again. There were some random CM Partners and neeshka around as well, btw...

We went downstairs, she was following me. I slept on the bedroll, woke up in the night. Got journal entry. First baddy attacked... and *NEESHKA* (who wasn't my companion - I hadn't talked to her at all in this game) killed him. Vilja joined in with her sword and helped out. After that, Vilja and I cleared out the inn-part of the bloated float and she didn't hesitate a second. Continued outdoors and killed the baddie, and she helped out really well in spite of how seasick she felt.

So, the difference in my game might be any of these: a) Neeshka's involvement (which I thought was unimportant) B) we had been outside the Bloated Float and I hada talked to her, updating her "knowyou"-variable c) her combat setting might have been default instead of attack everything. If only this sequence is affected, I guess it's not so bad if she behaves OK in every other situation also in your games.

I'll try to check it out again (have just updated with the patch etc, so been pretty busy for a while)

Tried with a fresh character, after being in the first dungeon, without other mods. Same result.
I had go outside of the bloated float all the times, one of the times even had travel with her a little. I have changed her to attack when attacked without changes (after the first combat, maybe being in this mode from the start could change something). Neshka's involvement changes everything, in my game before unchecking all the mods, she has join in a fight (she wasn't my partner either) also and Vilja has done the same. Your character level could be another factor, but knowing Neshka's doing…
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Sun of Sammy
 
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Post » Wed Sep 01, 2010 9:00 pm

Starting with version 3.0.1 (of the main mod and the Customization Pack) we've built in support for Surazal's Sensual Walks.

After you install the new 1em_Vilja.esp and possibly one of the custom Vilja's from the Customization Pack, you can simply remove the 1em_Vilja Vwalk.esp or one of the other customized versions Vwalk esps.

But if you have your own custom Vilja, you'll need to copy over the Animation section along with the AI Packages. If you use the TES4Edit method I recommend, the upgrade is very easy, but I didn't think to update the documentation before I sent it to Emma. The Animation section is just under the AI Packages section and you can copy it in the same way.

I say this because Fable2's problem was because of loading one of the older Vwalk patch ESPs after a new custom Vilja. That was hiding the new changes.

Of course if you actually want her to use a Sensual Walk you'll need to install the Surazal's mod itself, but you no longer need the individual patches for Vilja.

And yes, you can still use Surazal's mod to pick exactly which animation she uses.
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alyssa ALYSSA
 
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Post » Wed Sep 01, 2010 1:58 pm

Let's see... I went into the bloated float, picked her up with my lvl 30 character, brought her outside, asked her to tell me about her past. Went into the boat again. There were some random CM Partners and neeshka around as well, btw...

We went downstairs, she was following me. I slept on the bedroll, woke up in the night. Got journal entry. First baddy attacked... and *NEESHKA* (who wasn't my companion - I hadn't talked to her at all in this game) killed him. Vilja joined in with her sword and helped out. After that, Vilja and I cleared out the inn-part of the bloated float and she didn't hesitate a second. Continued outdoors and killed the baddie, and she helped out really well in spite of how seasick she felt.

So, the difference in my game might be any of these: a) Neeshka's involvement (which I thought was unimportant) B) we had been outside the Bloated Float and I hada talked to her, updating her "knowyou"-variable c) her combat setting might have been default instead of attack everything. If only this sequence is affected, I guess it's not so bad if she behaves OK in every other situation also in your games.

I'll try to check it out again (have just updated with the patch etc, so been pretty busy for a while)


I talked with her also after leaving the boat but not about herself, just about the fighting style.
I did the tutorial complete and did not teleport or fast travel.
Am going to use clean mods instead of ones I modified and removing some overhauls.
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kasia
 
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