[RELZ] Companion Vilja ver 3.0 - Thread 8

Post » Thu Mar 10, 2011 9:30 pm

Emma/cdcooley:

Vilja doesn't recognize Ruin (of Ruined Tail's Tale) - I think I reported this last year around Vilja v. 2. Are there plans to add some thing for Vilja to comment on Ruin, specifically how Ruin goes on and on about philosophical discussions, when there are mudcrabs to be caught and swims to be taken ;)

Also, another new companion released that Vilja may be able to recognize: http://www.gamesas.com/index.php?/topic/1162256-relz-companion-arren/page__gopid__17068894#entry17068894


Arren is in her list already I believe. However, if trying to remove reference the entry is Arren (baddy) or something like that. I do not know what that means. Hope I am not wrong about this.
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RAww DInsaww
 
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Post » Thu Mar 10, 2011 11:53 am

Arren is already on the list, and Vilja has quite a lot of things to say to him and about him. Unfortunately, at least with earlier versions, many of his replies are silent, and therefore they don't "show up" in conversation mode (i.e. no subtitles show up in conversation mode), so it might appear that he is silent and just Vilja is talking. But, there should be quite a lot.
For those who have recently started to use Arren, I imagine that it might seem a bit odd that it says Arren/Baddy in Vilja's option book, but the reason is that up to half a year ago or so, Arren was actually called Baddy and the mod was called Baddy. Vilja refers to him as Arren, though.

As for Ruin, it is alas not possible to set up any interaction - Ruin's dialog is not set up in the traditional way, and the alternate way the author has used will effectively prevent him from "adopting" any dialog from any other mod. So it is impossible to "introduce" Ruin to Vilja. It was with regret I had to accept that we cannot add in any interaction - I would really have wanted this, as he is surely one of the most interesting companions around!
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Nienna garcia
 
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Post » Thu Mar 10, 2011 10:01 pm

Ok, just had a run :) Not much progress though ...

As soon as the save finished loading, I told her to show her stuff. And floating skull forms.
I sneaked and activated her, no effect.
Told her to nap in the mages guild and sneak-activated her. No effect (shouldn't I get to pickpocket her?)

If you activate her while sneaking it should just give you normal access to her inventory. (She's your friend so she's not going to shout "thief".)

That Share creature is what gives you access to her inventory but apparently it's script isn't running. I can think of a few possibilities:

1) Maybe the script has been detached by some OBSE plugin. To check, open the console and click on the skull, then type "sv" to show it's variables. If the script is correct, there should be 5 variables, Carried, CurE, MaxE, delay, and Reopen. If you don't see those variables, you'll have to check your other mods to see which ones might be modifying scripts on creatures.

2) The script variables might have gotten stuck in a bad combination somehow. While you're looking at the variables in the console, if Reopen and delay aren't 0, then try "set Reopen to 0" and "set delay to 0" and see if that helps.

3) Maybe the script just isn't running. This is the most likely case. If you've got a heavily loaded game with too many NPCs and creatures the game may be unable to process all of the scripts and it's skipping the sharing creature because it is the newest one in the cell. If this is the problem there's not much you can do other than get a faster computer to run fewer mods. If this really is the problem, you'll want to do something because you'll have lots of other quirks over time.
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Mandy Muir
 
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Post » Thu Mar 10, 2011 9:45 am

I wonder if you have any plans on expanding Vilja so she acknowledges Shivering Isles? I'm sure she would have lots of things to say about the quests, locations and NPCs there. :)
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AnDres MeZa
 
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Post » Fri Mar 11, 2011 12:30 am

I wonder if you have any plans on expanding Vilja so she acknowledges Shivering Isles? I'm sure she would have lots of things to say about the quests, locations and NPCs there. :)


We won't make Vilja dependant on Shivering Isles. But, it would be fully possible and not at all unlikely to make a SI-add-on for Vilja, like I made this Aleswell add-on but a "larger scope". In fact, I was thinking of this possibility earlier today, actually. And it was the same kind of thoughts that made me do the Aleswell add-on.
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brenden casey
 
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Post » Fri Mar 11, 2011 12:08 am

3) Maybe the script just isn't running. This is the most likely case. If you've got a heavily loaded game with too many NPCs and creatures the game may be unable to process all of the scripts and it's skipping the sharing creature because it is the newest one in the cell. If this is the problem there's not much you can do other than get a faster computer to run fewer mods. If this really is the problem, you'll want to do something because you'll have lots of other quirks over time.
This seems to be the most likely case indeed!

I checked the scripts, the variables are there and 0. But I wonder why only Vilja is affected by this inventory glitch while my other companions (Ruin, Viconia, Stoker) let me change their stuff. My only concern is that I won't be able to replenish Vilja's arrow supply (prefer to let everyone rain the battery while I hold the line)

Would it be possible to say, move to a small area (one that has a minimal number of scripts running in the background) and test Vilja's gear? I tried telling her to show her gear in "coc testinghall" but the skull still forms :( Is there a console command that can let me acces her invenotry or something? :P
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Kate Murrell
 
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Post » Fri Mar 11, 2011 12:46 am

This seems to be the most likely case indeed!

I checked the scripts, the variables are there and 0. But I wonder why only Vilja is affected by this inventory glitch while my other companions (Ruin, Viconia, Stoker) let me change their stuff. My only concern is that I won't be able to replenish Vilja's arrow supply (prefer to let everyone rain the battery while I hold the line)

Would it be possible to say, move to a small area (one that has a minimal number of scripts running in the background) and test Vilja's gear? I tried telling her to show her gear in "coc testinghall" but the skull still forms :( Is there a console command that can let me acces her invenotry or something? :P

Maybe you could uncheck some of your most script heavy and game crowding mods , access Vilja's inventory (after a cell change), save exit game and check again the mods you have unchecked. Considering this problem has started when you have installed FCOM, I suppose unchecking bashed patch when you want to access her inventory, could do the trick.

Anyway, if this didn't help, NPCs don't need to replenish their arrows, if they had one they can shoot forever and you can give her new weapons and arrows, puting in the floor an then asking her to search for arrows or weapons.
with armors you could select Vilja in the console, write her ID number, put the armor you want her to wear in an empty container, select the container in the console and type removeallitems ViljaID (where ViljaID is the ID number you have write earlier). Indeed, you can make this with any objects and also from Vilja to the container. this way you can have total control of her inventory.
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Lory Da Costa
 
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Post » Thu Mar 10, 2011 5:34 pm

If Vilja has Elven arrows and silver arrows will she automatically switch to silver arrows when attacking ghosts (as they are immune to normal arrows)? Same with weapons, would she switch to a silver dagger to attack ghosts from a regular sword?
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Quick Draw
 
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Post » Thu Mar 10, 2011 6:40 pm

If Vilja has Elven arrows and silver arrows will she automatically switch to silver arrows when attacking ghosts (as they are immune to normal arrows)? Same with weapons, would she switch to a silver dagger to attack ghosts from a regular sword?

I really doubt it. This would require checking who is attacking and what she is equipping and if this couldn't damage the creature, check if she has in her inventory something that can. I think the resulting script would be too heavy to be used in combat. Using OBSE (which would make Vilja dependant of it) could lighter the script greatly, but even then could be too heavy anyway.
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Aaron Clark
 
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Post » Thu Mar 10, 2011 7:12 pm

Can Vilja read skill books given to her and gain the skill?
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MISS KEEP UR
 
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Post » Thu Mar 10, 2011 6:40 pm

Can Vilja read skill books given to her and gain the skill?


No, she can not :)

(Hasn't she told you that she prefers books with many pictures and not so many words? :laugh:)
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Neko Jenny
 
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Post » Fri Mar 11, 2011 12:53 am



No, she can not :)

(Hasn't she told you that she prefers books with many pictures and not so many words? :laugh:)
Not yet! I just added her yesterday.
Given my earlier question about Amulets and Rings, do you think it's ok to give her one Amulet and one Ring?
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carrie roche
 
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Post » Thu Mar 10, 2011 8:38 pm

Not yet! I just added her yesterday.
Given my earlier question about Amulets and Rings, do you think it's ok to give her one Amulet and one Ring?

One of each is OK.
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Dorian Cozens
 
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Post » Thu Mar 10, 2011 1:45 pm

Having an OBSE version of Vilja would not be a bad thing especially for those who can handle it.

If I started a campaign to show a demand, how many people do I need on the list to move you to create an OBSE version also :) :deal: ?????
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Samantha Mitchell
 
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Post » Thu Mar 10, 2011 8:24 pm

One of each is OK.
Thanks!
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Dina Boudreau
 
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Post » Thu Mar 10, 2011 3:00 pm

with armors you could select Vilja in the console, write her ID number, put the armor you want her to wear in an empty container, select the container in the console and type removeallitems ViljaID (where ViljaID is the ID number you have write earlier). Indeed, you can make this with any objects and also from Vilja to the container. this way you can have total control of her inventory.
You my friend, are a superstar! This does what I want perfectly! (although I can't configure her pyjamas and stuff - but atleast she won't be running around in fur while I'm kicking dremora butt :))

Having an OBSE version of Vilja would not be a bad thing especially for those who can handle it.If I started a campaign to show a demand, how many people do I need on the list to move you to create an OBSE version also :) :deal: ?????
Where do I sign? :)
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Chris Jones
 
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Post » Thu Mar 10, 2011 1:53 pm

Sorry for all the questions, but I didn't see these in the manual.

As you know, Vilja comes with a Mort & Pedestal. Would she use other Alchemy equipment (such as an Alembic, Retort, Calcinator, Refiner, Notebooks), if added to her inventory?
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Jessica Thomson
 
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Post » Fri Mar 11, 2011 12:34 am

You my friend, are a superstar! This does what I want perfectly! (although I can't configure her pyjamas and stuff - but atleast she won't be running around in fur while I'm kicking dremora butt :))

Where do I sign? :)
In general, she will wear the best armor you add to her inventory.
Also have a look at the http://www.tesnexus.com/downloads/file.php?id=25380.
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Nice one
 
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Post » Thu Mar 10, 2011 1:21 pm

Sorry for all the questions, but I didn't see these in the manual.

As you know, Vilja comes with a Mort & Pedestal. Would she use other Alchemy equipment (such as an Alembic, Retort, Calcinator, Refiner, Notebooks), if added to her inventory?


She just performs an animation - I think it will look the same regardless what equipment you give her, as long as she has some alchemy equipment at all to use. The fact that she is also literally producing potions is controlled in her dialog (when you ask her to make a potion) and in her chat-dialog (when she does it automatically when in wandermode).
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Mizz.Jayy
 
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Post » Thu Mar 10, 2011 9:24 pm

She just performs an animation - I think it will look the same regardless what equipment you give her, as long as she has some alchemy equipment at all to use. The fact that she is also literally producing potions is controlled in her dialog (when you ask her to make a potion) and in her chat-dialog (when she does it automatically when in wandermode).
Thanks.
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Chloe Lou
 
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Post » Thu Mar 10, 2011 2:48 pm

In general, she will wear the best armor you add to her inventory.
Also have a look at the http://www.tesnexus.com/downloads/file.php?id=25380.

One thing always bugs me is that after every fight, I have to repair Vilja's equipment. Which involves taking it from her, repairing it, trying to remember what all I took from her, and returning it.

Any way to make her repair her own equipment? Maybe as a dialog option?
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Sian Ennis
 
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Post » Thu Mar 10, 2011 6:04 pm

One thing always bugs me is that after every fight, I have to repair Vilja's equipment. Which involves taking it from her, repairing it, trying to remember what all I took from her, and returning it.

Any way to make her repair her own equipment? Maybe as a dialog option?


It would require OBSE if we are to add this to Vilja.
A workaround, however, is to use the Companion Master mod. This is from a post in the feedback thread:

What's more, in this dungeon, I gave her some really really weak steel armour. Breaks very very very fast. But not on her. Maybe I got lucky and she got a repair in before the (basically glass, real glass, not TES glass) armour broke.

So the Repair and recharge is SOLID! Even Vilja and other stand-alones appear to do it successfully, given they have enough hammers!

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cutiecute
 
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Post » Thu Mar 10, 2011 2:01 pm

If I started a campaign to show a demand, how many people do I need on the list to move you to create an OBSE version also :) :deal: ?????

It's not about how many people want it, it's about what benefits OBSE might add that I would find interesting enough to implement. :P I'm certainly not against using script extenders, but don't ever expect a version of Vilja that requires OBSE. (If you weren't around or paying attention to Morrowind mod development back in 2005 you might want to read the first posting in http://www.mwmythicmods.com/Archives/Mods/%5BREL%5D%20MWScriptExtender%20Demo.htm. I eventually turned all of the features from the Demo into real mods and they're on Nexus now.)

There are already a few OBSE features hidden away in the current version. They mostly promote mod compatibility and aren't visible. One minor feature that is visible is the nicer encumbrance notification when you check her inventory which only works if you're running OBSE.

Some people (anithinks and others) want her to automatically repair her own armor. I plan to add that feature (as an option), but I just didn't have the time to get it working in version 3.

Now's the time to make suggestions for version 4. What (other) OBSE-dependent optional features do you want?
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Georgia Fullalove
 
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Post » Fri Mar 11, 2011 3:08 am

Now's the time to make suggestions for version 4. What (other) OBSE-dependent optional features do you want?


Stay/Follow Hot Keys.

A workaround, however, is to use the Companion Master mod. This is from a post in the feedback thread:


Thanks for the tip!
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vanuza
 
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Post » Thu Mar 10, 2011 11:32 pm

It would be more work but maybe a non-OBSE and an OBSE Vilja version would be a way to go. Or if it is possible to just have an OBSE-addon but I do not know if that is possible. As for suggestions for next version:

1. Have her automatically repair her armor if going to sleep.
2. Have her repair her armor when asked through dialog.
3. Use appropriate weapon if facing creatures only affected by silver or magic. If she does not have such she should stay back and hide or just heal the player if that option is chosen.
4. Have her skills improved if using enchanted clothing or armor/weapons.
5. Be able to use better alchemy equipment.
6. Have an option on first dialog page to give her strawberries, sweetcakes, sweetrolls so I do not have to go through multiple menu options to get that.
7. If possible, some way to better interact with NPCs added by other mods. I only have once case right now where I had a problem. I have Frans and The Alyeid Steps installed, no other overhaul. I have the Frans Adventurers plugin which adds adventurers to the game which you can meet in dungeons. Vilja and I went into the cabe to activate the stepstone network and met two adventurers from Frans. I ws not looking at Vilja at the time but soon heard combat and she was fighting with them. We did have our weapons drawn when we ran into them. I interceded into the combat by talking to Vilja and was able to get her to stop. A few seconds later the adventurers attacked her again. Interjected again and moved away. One adventurer again came after her. Had to kill him with the console so we could continue. Further in the dungeon in an interior we ran into another adventurer and he got along fine with Vilja even when we had to fight a Minotaur Lord. I do not know how to find why the combat happened, and as the adventurers attacked Vilja after we got out of combat with them, I suspect Frans but do not know why Vilja was attacked. I am redoing my game again tonight to get a different configuration, also using Frans, so will keep an eye to see if it happens again.
8. Have Vilja recharge her weapons if she has full soulgems, if the weapon has 0 charge or if a soulgem would recharge it without wasting charge, unles it is at 0 then she would use the lowest charged soulgem she has to bring it to full charge regardless of waste.
9. Ability to recognize ingredients from COBL.
10. Ability to make complex potions is she has ingredients in inventory (like poisons, restore attributes), potions I would ask her for. This way I would not need alchemy in my skills and just have her the alchemist in our party.
11. Have Vilja recognize enchanted clothing as armor (my cheat to keep from having to repair her armor) so when told to relax she would switch those clothes to her dress. This would include hoods and cloaks which IIRC she keeps equipped even if relaxing.
12. Enter combat if player is in combat even against NPCs she does not recognize as hostile, as in the Unfriendly Competition quest fight in the tomb.
13. Not get mad at all if I hit her by mistake :)
14. Be a better archer (although the free arrows laying around are a nice bonus).
15. Stop combat even if in combat. Example when she detects enemies through a wall. I am not 100% sure, this is just a thought now. I can get her to talk to me in this situation and she asks if I want some help. If I say nevermind sometimes she stops sometimes not, or she will resume the fight soon after. Also, when traveling, she will attack a mudcrab which may have targeted me even though I am running past them. These insignificant creatures I ignoe at times at high levels. Not worth having to repair my weapon after a slice or two. This would go hand in hand if I want to run away from combat she should run away too.
16. When sneaking and we come upon two enemies it would be REALLY COOL to have her target one with her bow while I target another and shoot at the same time. or even target one so both our shots can kill the target. How cool would that be?
17. Put items in her inventory that instead of shopping she can go and sell for you.

Well, that is all for now :) Probably only a few are possible but I would never know if I didn't ask.
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Yvonne
 
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