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

Post » Wed Sep 01, 2010 11:35 am

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…


So it was Neeshka, then, who triggered Vilja? :facepalm:

Yes she definitely was involved in the fight in my game.

But, the conclusion is then as follows: during the Bloated Float quest, Vilja is acting passively. Else she acts normal.

Doesn't sound like a reason for an urgent update (especially as Vilja actually is *telling* the player that she is seasick and not doing well, which might mean she isn't that eager to fight), rather something to possibly consider when we are updating. Does that sound OK?
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SWagg KId
 
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Post » Wed Sep 01, 2010 1:20 pm

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.


Peter, there doesn't seem to be any reason for concern. It was obviously *Neeshka's* presence that made Vilja attack in my game (confirmed by Amgepo). So as long as Vilja behaves normally during all other quests, I think we shouldn't be too worried about her passive behaviour here (see my previous post, right above this one)
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NO suckers In Here
 
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Post » Thu Sep 02, 2010 3:02 am

Peter, there doesn't seem to be any reason for concern. It was obviously *Neeshka's* presence that made Vilja attack in my game (confirmed by Amgepo). So as long as Vilja behaves normally during all other quests, I think we shouldn't be too worried about her passive behaviour here (see my previous post, right above this one)


I'm jiggy with it. She did say she was seasick :) But when I cast that combat spell, she attacked with a vengance! Did a power attack that layed the bad guy out flat!
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Caroline flitcroft
 
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Post » Wed Sep 01, 2010 6:50 pm

Of course, it’s not a reason for an urgent update. It’s only one place, she is not OK and she states it and the enemies are pathetic.

As an interest oddity though, she respond to attack spell as states Peter ID but not to attack command by teleport spell and sometimes she puts her armor and unsheath her weapon without attacking (so, she is attacking but somehow contained).
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darnell waddington
 
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Post » Wed Sep 01, 2010 1:12 pm

:blink: :ahhh: :woot:

...holy cow. Not to mention awesome! I may have to finally join the Thieves Guild just for this! This just makes an already-great mod that much better. Off to upgrade...and, knowing how often Vilja talks about it during our adventures, probably get dragged straight off to the pub. ;)


Another good to listen to these particular entries would be anywhere goblin related :).

'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.


I believe there actually is at least one other Oblivion mod with the same Knights of the Realm in the credits: Crafty bits. :)
In fact, I believe he has quite often been talking about how much he appreciates Oblivion and the modding community, also in media.

Ugh, I should have thought about the "sir" part :blush: , being a swedish moron, I just didn't think of it...
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RUby DIaz
 
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Post » Thu Sep 02, 2010 2:17 am

I'm jiggy with it. She did say she was seasick :) But when I cast that combat spell, she attacked with a vengance! Did a power attack that layed the bad guy out flat!



Of course, it’s not a reason for an urgent update. It’s only one place, she is not OK and she states it and the enemies are pathetic.

As an interest oddity though, she respond to attack spell as states Peter ID but not to attack command by teleport spell and sometimes she puts her armor and unsheath her weapon without attacking (so, she is attacking but somehow contained).


So it sounds like we've created the first realistically seasick companion ever! :D When under the influence of the sea, her behaviour becomes unpredictable, unreliable and probably based on the current height of the waves. Maybe the power attack was because the enemies were between her and the rail, and she felt an urgent need to get to the rail and breath fresh air...
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RaeAnne
 
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Post » Wed Sep 01, 2010 3:54 pm

Looking forward to seeing your companion mods in Tes V - please don't hang up your modding tools just yet :)
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Portions
 
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Post » Wed Sep 01, 2010 2:51 pm

Started a new game after adjusting my overhaul mods. Got Vilja to join me and went adventuring in the IC sewers. She bahaved normal in combat. I will do the Bloated Float quest solo later.

Found a behavior problem in my game. Here is what happened:
I needed a cure disease potion so went into Main Ingredient and got mandrake root. Since I had no mortar&pestle, I asked Vilja to make it for me. At this point, she was following me with armor equipped mode. Went fine through dialog, gave her my mandrake root. She changed into her robe and started the potion making animation. Finnished potion and gave it to me. But she stayed in her robe, did not change back to armor and weapons. I brought up the dialog and she had the option to not need her armor, so she thought it was still equipped. Figured maybe it would take a few seconds so we headed to the Elven Garden district. Went through door and she changed into her armor and weapons equipped.

We proceeded to Luther's Boarding House to get out of the rain. Asked Vilja if she would like to sit down. She said OK, unequipped her weapon and sat down. When we got up, she did not equip her weapon. I drew my weapon and she went into hand to hand mode, did not draw her sword. We went outside through door and she then equipped her weapon.

Now, I do not know if this is intentional and if she would equip her sword (and in the first case her armor) if we entered combat without going through a door. In the second case, hand to hand would not be the fighting style she should use.

Now, a feature request for next version or update. Can you make her COBL aware? COBL adds many ingredients and Vilja does not recognize them. When asking her to make me a cure disease potion, she recognized mandrake root but not the COBL added Trama Root (I think it is COBL added and not by another mod). Perhaps it has something to do with Item Interchange (part of COBL). Just putting this out there for you to consider.

Finally a question. If I give Vilja a better mortar&pestle (an expert one), and/or give her an alembic or calcinator, we she automatically make better potions?

On the praise front, Vilja seems to be more aware of the environment. She comments appropriately during rain, mentioning about possibly catching a cold, and one comment about something being ruined (could be hair or clothes. I missed the word). I just need to wait for her to finish talking before I open a container as that cuts off her dialog and I miss something :) Well done! :tops:
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Haley Merkley
 
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Post » Wed Sep 01, 2010 2:18 pm

When running FCOM, does one need the 1em_Vilja OOO FCOM Fix.esp patch file only? In other words, is the 1em_Vilja MMM Fix.esp file for use only when running MMM alone, without the rest of FCOM? There's no readme in the patch archive and the readme in the main file isn't specific on this point. Thanks.
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Marina Leigh
 
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Post » Wed Sep 01, 2010 1:43 pm

When running FCOM, does one need the 1em_Vilja OOO FCOM Fix.esp patch file only? In other words, is the 1em_Vilja MMM Fix.esp file for use only when running MMM alone, without the rest of FCOM? There's no readme in the patch archive and the readme in the main file isn't specific on this point. Thanks.

Yes, that's how I understand the two versions of the patch.
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Miguel
 
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Post » Wed Sep 01, 2010 8:54 pm

Found a behavior problem in my game. Here is what happened:
I needed a cure disease potion so went into Main Ingredient and got mandrake root. Since I had no mortar&pestle, I asked Vilja to make it for me. At this point, she was following me with armor equipped mode. Went fine through dialog, gave her my mandrake root. She changed into her robe and started the potion making animation. Finnished potion and gave it to me. But she stayed in her robe, did not change back to armor and weapons. I brought up the dialog and she had the option to not need her armor, so she thought it was still equipped. Figured maybe it would take a few seconds so we headed to the Elven Garden district. Went through door and she changed into her armor and weapons equipped.

We proceeded to Luther's Boarding House to get out of the rain. Asked Vilja if she would like to sit down. She said OK, unequipped her weapon and sat down. When we got up, she did not equip her weapon. I drew my weapon and she went into hand to hand mode, did not draw her sword. We went outside through door and she then equipped her weapon.

Now, I do not know if this is intentional and if she would equip her sword (and in the first case her armor) if we entered combat without going through a door. In the second case, hand to hand would not be the fighting style she should use.

Believe it or not, we really don't control most of Vilja's behavior, the game handles it. But the game doesn't consistently give her back her equipment (armor/weapons) in some cases. We've added scripting to help prompt the change but there are still occasions where it doesn't work every time. The game also normally switches her into armor and has her draw her weapon when combat starts. I haven't found any way to automatically detect when something goes wrong with that though.

Now, a feature request for next version or update. Can you make her COBL aware? COBL adds many ingredients and Vilja does not recognize them. When asking her to make me a cure disease potion, she recognized mandrake root but not the COBL added Trama Root (I think it is COBL added and not by another mod). Perhaps it has something to do with Item Interchange (part of COBL). Just putting this out there for you to consider.

We really don't want to make her dependent on other mods and the only way to make her aware of COBL ingredients would be to make her dependent on the COBL esm. The ingredients she knows about also have individual dialog entries so it would be a significant amount of work to keep adding more.

Finally a question. If I give Vilja a better mortar&pestle (an expert one), and/or give her an alembic or calcinator, we she automatically make better potions?

No, her skills are fixed. Better equipment won't help.

On the praise front, Vilja seems to be more aware of the environment. She comments appropriately during rain, mentioning about possibly catching a cold, and one comment about something being ruined (could be hair or clothes. I missed the word). I just need to wait for her to finish talking before I open a container as that cuts off her dialog and I miss something :) Well done! :tops:

Yes, Emma's been very busy and version 3 adds a significant amount of new dialog. Vilja does seem more real with every release.
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Kill Bill
 
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Post » Wed Sep 01, 2010 6:41 pm

Thank you very much for the new version of Vilja! :hugs:
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Chris BEvan
 
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Post » Wed Sep 01, 2010 2:53 pm

A little late for the party (working away from home last three days) - Downloading.

Thank you Emma, CDCooley and everyone else invloved. Very much looking forward to this.

P.S Oh and thanks to that Terry bloke too for whatever he does :D (really wish cobl's luggage had legs and a bit more attitude)
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Matthew Warren
 
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Post » Thu Sep 02, 2010 1:37 am

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

I am very honoured that Vilja and the Customisation Pack are now Sensual Walks Ready.

Would you be kind enough to acknowledge Mur_Zik in the ReadMe's, Descriptions, etc - he is the co-author of Sensual Walks and it would never have happened without his collaboration, contribution, help and support.

Many thanks
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Nicola
 
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Post » Thu Sep 02, 2010 1:23 am


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.


Well, if you mean me, you could rather picture me at the computer murmuring: "I don't mind dialog and I don't mind voice-acting... but those bugs, they are really scary"

(...it was CDCooley who sorted this one out, I just made it available on the net).


For some favorite companion moments, here are some that really made me laugh out loud:


Lunatic moment 1 - CDCooley had been working on the new script that allows you to shout combat instructions to her during a fight and I was going to try it out. So, I dragged Vilja and Wolfgang the wolf with me into the wilderness outside Bruma. We were climbing a steep mountain side when suddenly something fell over my head, tumbled down the mountain side and ended up on the ground, whimpering. Wolfgang the wolf.
I thought to myself "What on NIRN happened???"
...and then I heard a familiar voice behind me, solemnly exclaiming:
"I shouldn't have pushed so hard..."

We continued to the next fort (poor Wolfie recovered well and tagged along) where we found a bunch of daedras. As the goal with our little excursion was to try out the new script, I let the daedras attack me without defending myself, Vilja beat them up while I signaled various instructions to her.
After the fight, my character was half dead and my armor torned into pieces. I started to talk to Vilja, who said she had something serious to discuss with me. When I asked her to tell me her thoughts, she replied:
"I wish you would be more careful when you are fighting. If you are not concerned over your own life, think of me having to face the enemies alone!"

I was still laughing out loud when I closed the dialog window. She looked at my character, frowning, and instantly said: "I think we should repair our armor".
Sometimes, she really is so fun!

Lunatic moment 2 - With Vilja, one can tell her to go and sit somewhere, and she will do so - this way the player can always sit next to her as she picks chair first. Now, Vince_Bly contacted me because he had concerns about his Mountain Shack mod - a very sweet exterior house on the way to Bruma. Players had reported that when their characters were sitting down, their companions would just wander off and disappear until the player stood up again. So, I promised him to test. I brought Vilja there, sat down on various chairs... and just as Vince had said, Vilja indeed tended to wander off and vanish. After several tries, I told Vilja to sit down (while I was standing) in order to see what would happen.
And indeed... she wandered off! I followed her. She went behind the house, and started to walk a small path between some bushes. After a little while, she reached... the Mountain Shack's privvy house! She opened the door, sat down on the privvy throne and exclaimed: "Finally something interesting!"
I bet that was where all other companions also had went at each occasions the players had sat down. And considering the lack of privvy thrones in Cyrodiil, I guess one has to understand if they, like Vilja, felt that they had finally found something interesting!
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Alyce Argabright
 
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Post » Wed Sep 01, 2010 1:40 pm

Vilja is quite the gem in this game. I always preferred to play solo but after playing the game with Vilja for nearly 50 hours, the difference is amazing. It is like comparing the original Zork to TES4.

And CDCooley, thanks for the AI (don't know what else to call it). Great contrast to RL women, you know, or, you never know :)
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Chris BEvan
 
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Post » Wed Sep 01, 2010 2:56 pm

Wicked! Thanks again for this amazing mod :wub:

Question over the noise reduction files on nexus. Although they're for v2, are they still compatable with v3? I understand theres lots of new dialogue, but has the old dialogue/sounds been changed?
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Latisha Fry
 
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Post » Wed Sep 01, 2010 12:00 pm

Although they are for ver 2, they are still compatible with ver 3 (you will probably have to do something with the timestamp, though, else the files in the new BSA will override them). But, as there are a lot of new files added in ver 3 you will obviously notice a difference.

The good news is that there'll probably be a noise reduction set from Xtudo after all - he just wrote to me, and it sounds as if he is already doing one, although not on his own computer. So it sounds like we're going to have two improved voice sets, one from Xtudo and one from Alchmo.
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Tiffany Holmes
 
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Post » Wed Sep 01, 2010 12:41 pm

Don't worry about timestamps, they're getting incorporated into the BSA as I type. Great news on the new noise reduction files too, I'll throw those in too when they're released.
As I play with no music and through headphones, the noise reduction helps. Thanks again. Good excuse to test later when the X Factor final is on :lol:
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Brittany Abner
 
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Post » Wed Sep 01, 2010 4:28 pm

Lunatic moment 1 - CDCooley had been working on the new script that allows you to shout combat instructions to her during a fight and I was going to try it out. So, I dragged Vilja and Wolfgang the wolf with me into the wilderness outside Bruma. We were climbing a steep mountain side when suddenly something fell over my head, tumbled down the mountain side and ended up on the ground, whimpering. Wolfgang the wolf.
I thought to myself "What on NIRN happened???"
...and then I heard a familiar voice behind me, solemnly exclaiming:
"I shouldn't have pushed so hard..."

We continued to the next fort (poor Wolfie recovered well and tagged along) where we found a bunch of daedras. As the goal with our little excursion was to try out the new script, I let the daedras attack me without defending myself, Vilja beat them up while I signaled various instructions to her.
After the fight, my character was half dead and my armor torned into pieces. I started to talk to Vilja, who said she had something serious to discuss with me. When I asked her to tell me her thoughts, she replied:
"I wish you would be more careful when you are fighting. If you are not concerned over your own life, think of me having to face the enemies alone!"

I was still laughing out loud when I closed the dialog window. She looked at my character, frowning, and instantly said: "I think we should repair our armor".
Sometimes, she really is so fun!

Lunatic moment 2 - With Vilja, one can tell her to go and sit somewhere, and she will do so - this way the player can always sit next to her as she picks chair first. Now, Vince_Bly contacted me because he had concerns about his Mountain Shack mod - a very sweet exterior house on the way to Bruma. Players had reported that when their characters were sitting down, their companions would just wander off and disappear until the player stood up again. So, I promised him to test. I brought Vilja there, sat down on various chairs... and just as Vince had said, Vilja indeed tended to wander off and vanish. After several tries, I told Vilja to sit down (while I was standing) in order to see what would happen.
And indeed... she wandered off! I followed her. She went behind the house, and started to walk a small path between some bushes. After a little while, she reached... the Mountain Shack's privvy house! She opened the door, sat down on the privvy throne and exclaimed: "Finally something interesting!"
I bet that was where all other companions also had went at each occasions the players had sat down. And considering the lack of privvy thrones in Cyrodiil, I guess one has to understand if they, like Vilja, felt that they had finally found something interesting!

Definitely you should start a tread about this kind of moments :). I think it would grow fast, as surely much people have interesting histories about Vilja's timing.
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Laura-Lee Gerwing
 
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Post » Wed Sep 01, 2010 2:28 pm

Thank you very much for the new version of Vilja! :hugs:


You're welcome :) Hope you'll enjoy her!


A little late for the party (working away from home last three days) - Downloading.

Thank you Emma, CDCooley and everyone else invloved. Very much looking forward to this.

P.S Oh and thanks to that Terry bloke too for whatever he does :D (really wish cobl's luggage had legs and a bit more attitude)


Hope you and your family (as I know you are all playing) will like this new version of Vilja. You really should try having her leading, I think the daughters would find that quite fun once they get used to it.
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Aman Bhattal
 
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Post » Wed Sep 01, 2010 10:52 pm

Many warm and heartfelt thanks to all of you who have brought Vilja to life... as life it truly seems within the world of Cyrodiil. Its quite marvelous how this has evolved as a companion mod bringing not only a new aspect to the game to detract from that "lonely wanderer" feel but to add something so "real" as to feel like you are almost playing with someone, not just an algorithm that can carry your stuff and fight.

It was Lora Craft back in Morrowind that added the not-quite-definable extra something special that rekindled my love affair with Vvardenfel.... but with Vilja, that something has been expanded and multiplied and has become something that can be felt on a whole new level. I can't help but wonder what Grumpy would make of her and her humour and character... ;)

Now, Emma, I may be able to offer something of my own to Vilja if you would like it so. Given my predeliction for female characters I made a couple of unique sets of armour that never made it as far as having male versions and so were never released.. now simply gathering dust in Battlehorn castle :) One (or more) of these could be made available for Vilja if she wanted them, along with the usual accesories such as matching bow, arrows, sword etc... If you feel you may be interested in such additions and/or accessories, let me know and I'll send you a "catalogue" of samples to choose from.

Once again, thank you so much. What you have achieved between you is truly special. :foodndrink:
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Jessica Phoenix
 
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Post » Wed Sep 01, 2010 4:08 pm

I'm writing to report some minor issues I've noticed when using Vilja 3.0.1 in conjunction with one of the face customizations and the Vilja-FCOM patch.

Using the current BOSS master list, load order is as follows for the primary Vilja ESP and the two patches I'm trying:

1em_Vilja.esp
1em_Vilja_as_Custom_by_Gonzoguns.esp
1em_Vilja OOO FCOM Fix.esp

Both patches are considered mergeable by Wrye Bash. However, current configuration results in a couple of issues that can be viewed via a TES4EDIT conflict report and also in game.

Since the FCOM patch loads after the custom face patch, the hair and face data from 1em_Vilja_as_Custom_by_Gonzoguns.esp gets lost, reverting to the default. This is obviously observable in game as well as with a conflict report.

In addition, the FCOM patch doesn't appear to reflect all the current AI packages and animation from 1em_Vilja.esp. As a result, the AI packages and animation in the Bashed Patch reflect what's in the FCOM patch as opposed to 1em_Vilja.esp. I don't know enough about AI packages to really comment on what the effect would be of this, other than my guess that the FCOM patch doesn't reflect all the improvements from 3.0.1.

The workaround I'm trying in this particular case is to tag 1em_Vilja OOO FCOM Fix.esp with Import Factions and NoMerge. This results in the Factions update from the FCOM patch being imported into the Bashed Patch, without anything else.

Based on what I can see with TES4EDIT this results in the desired behavior. However I wanted to report this here to see if you think there is a better solution. If this workaround seems correct then I'd be happy to report the suggested tags in the BOSS thread.
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Jessica Stokes
 
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Post » Thu Sep 02, 2010 3:04 am

I'm writing to report some minor issues I've noticed when using Vilja 3.0.1 in conjunction with one of the face customizations and the Vilja-FCOM patch.

...

The workaround I'm trying in this particular case is to tag 1em_Vilja OOO FCOM Fix.esp with Import Factions and NoMerge. This results in the Factions update from the FCOM patch being imported into the Bashed Patch, without anything else.

Based on what I can see with TES4EDIT this results in the desired behavior. However I wanted to report this here to see if you think there is a better solution. If this workaround seems correct then I'd be happy to report the suggested tags in the BOSS thread.

Good catch. We really didn't pay attention to the FCOM patch since neither Emma nor I use it. You're right that the patch written for version 2 will break the AI packages for version 3!

For those that use Wrye Bash, those tags should work, but for anyone not using a Bashed Patch the FCOM patches really shouldn't be used with version 3 in their current form.
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Brian Newman
 
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Post » Wed Sep 01, 2010 1:29 pm

I managed to double-post. Sorry.
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Mrs Pooh
 
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