[RELZ] Companion Vilja ver 3.0 - Thread 8

Post » Fri Mar 11, 2011 3:43 am

I agree with everything Peter ID said except for this:
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.


Probably is just a conflict of some sort (there is a patch for FCOM, MMM and OOO factions IIRC), but I'd like to think that she had some "disagreement" with the adventurers which didn't end up pretty well. Tell me how you got this "feature", because I want that to happen in my game!!!
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Stacy Hope
 
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Post » Thu Mar 10, 2011 10:31 pm

I agree with everything Peter ID said except for this:


Probably is just a conflict of some sort (there is a patch for FCOM, MMM and OOO factions IIRC), but I'd like to think that she had some "disagreement" with the adventurers which didn't end up pretty well. Tell me how you got this "feature", because I want that to happen in my game!!!


Feauture, yes :) I just have Frans installed so do not think the FCOM patch is appropriate for this.
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Epul Kedah
 
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Post » Thu Mar 10, 2011 3:41 pm

THIS by Peter ID:

"13. Not get mad at all if I hit her by mistake"

Or, at the very least, add a dialog tree at the end of the fight where she approached you and says something like "We need to talk right now and you might as well get all your strawberries out of your bag. I've told you before to watch where you're swinging that sword (or, shooting your arrows)."

Then you can have a dialog tree with various options for the PC like:

a. Here are 5 strawberries and I promise it will never happen again.
b. I think you're over reacting.
c. Etc.

If the PC answers with "a", then Vilja gets 5 strawberries (this option should rotate through wine, sweetrolls, new bathing suit, etc.). Her disposition is returned to where it was prior to the fight starting.

If the PC answers with "b", has various actions that she can follow. Rotate through the following:
- Wanders off for 24 hours. Summoning will not work during that time.
- Stands off to one side during the next fight (or two : )
- Refuses to wear her armor (except in town where she will only wear her armor).
- Will occasionally break out of stealth and yell for help.
- Etc.

Yeah, you could have all sorts of fun with this. Particularly for players like myself that are a real klutz at combat.

Thanks,

Tarl
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NIloufar Emporio
 
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Post » Thu Mar 10, 2011 11:25 pm

THIS by Peter ID:

"13. Not get mad at all if I hit her by mistake"

Or, at the very least, add a dialog tree at the end of the fight where she approached you and says something like "We need to talk right now and you might as well get all your strawberries out of your bag. I've told you before to watch where you're swinging that sword (or, shooting your arrows)."

Then you can have a dialog tree with various options for the PC like:

a. Here are 5 strawberries and I promise it will never happen again.
b. I think you're over reacting.
c. Etc.

If the PC answers with "a", then Vilja gets 5 strawberries (this option should rotate through wine, sweetrolls, new bathing suit, etc.). Her disposition is returned to where it was prior to the fight starting.

If the PC answers with "b", has various actions that she can follow. Rotate through the following:
- Wanders off for 24 hours. Summoning will not work during that time.
- Stands off to one side during the next fight (or two : )
- Refuses to wear her armor (except in town where she will only wear her armor).
- Will occasionally break out of stealth and yell for help.
- Etc.

Yeah, you could have all sorts of fun with this. Particularly for players like myself that are a real klutz at combat.

Thanks,

Tarl


Great suggestion but then she will act just like my wife! Where is my escape? Just a simple sorry and we are good would really help :)
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Roberto Gaeta
 
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Post » Thu Mar 10, 2011 8:12 pm

That's quite a list. I'll give my immediate reactions, but could very well change my mind as I think about them more as we get into the development cycle again.

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:

There will NEVER be an OBSE specific version of Vilja, any OBSE features will be built into the mod as options/bonuses for those with OBSE or they won't happen. I don't want to even think about how horrible it would be to have two different versions with all of the dialog that Emma creates!

1. Have her automatically repair her armor if going to sleep.
2. Have her repair her armor when asked through dialog.

Those are planned. And I've got a few other triggers too. If the player is repairing armor, Vilja will repair her's at the same time. When she sleeps, if you leave her in another cell, etc. But you're going to have to keep her stocked with hammers and if you set the option for her to repair armor she's not going to give you hammers any more.

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.

Forcing her to use a particular weapon is something I don't want to do. I hate overriding the game's AI because it only causes problems in the long run. But forcing her into a passive mode when she knows her weapon doesn't work might be OK. On the other hand why don't you just give her a better weapon?

4. Have her skills improved if using enchanted clothing or armor/weapons.

That already happens! Except that NPCs can't benefit from certain items. I have no interest in trying to implement the ones that don't in a script. Sorry.

5. Be able to use better alchemy equipment.

No OBSE required or even helpful for that. Ordinary scripting/dialog can do it.

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.

I doubt Emma will do it. What are you doing to her that you constantly need to feed her?

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.

That's likely just a fluke and I honestly don't see how OBSE would help. There's no general way to tell which NPCs should and shouldn't attack her.

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.

To do that I would have to experiment to see how soulgems actually work but I'll think about it. (I've never actually used a soul-gem in Oblivion. I'm usually a mage, so why would I need some silly item that has to be recharged?)

9. Ability to recognize ingredients from COBL.

Maybe? That would also require me to use COBL to find out what ingredients she might reasonably find interesting.

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.

She's not supposed to be a very good alchemist! But maybe we could give her a little more diversity. One if the problems is that it's dialog based and adding more features means many more dialog entries. OBSE really don't help much with that I don't think.

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.

That seems like it would be extremely hard, but I'll look into it. I'm more likely to just give her multiple wardrobe options and let you use one of them as the "armor" choice.

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.

OBSE isn't needed for that, we just need to find out which NPCs in which quests have that bug. So far we've decided there are few enough that it's not worth fixing. I just thought of one more way we could potentially fix that bug though.

13. Not get mad at all if I hit her by mistake :)

Not possible and I don't think it's reasonable anyway. The game already has a system to keep her from responding to being hit, but if you hit her over and over she'll eventually get mad. I think that's the correct behavior. Stop hitting her.

14. Be a better archer (although the free arrows laying around are a nice bonus).

I don't know enough about combat to even think about trying this one. Sorry.

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.

Just tell her not to attack. You've got multiple situations all described in one case here and there would have to be different solutions to each. These situations are why she has multiple attack options. Try to have a script force her into not attacking wouldn't always be the right thing, so if we did this someone would complain that she won't attack when she should. Sorry.

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?

If we would do that, it wouldn't require OBSE. It might be cool, but it would also be annoying to implement. I'll think about it.

17. Put items in her inventory that instead of shopping she can go and sell for you.

Yes, we've already thought about a "sell these when you get a chance" container.


And Arkngt, the idea for hotkeys for stay and follow sounds reasonable to me.
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Monique Cameron
 
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Post » Thu Mar 10, 2011 10:08 pm

+1 for COBL awareness. This could actually work both ways, too... I think COBL already has Strawberry and Blueberry Pies, and they may even have their own icon and model.
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lexy
 
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Post » Thu Mar 10, 2011 8:23 pm

+1 for COBL awareness. This could actually work both ways, too... I think COBL already has Strawberry and Blueberry Pies, and they may even have their own icon and model.


Just to clarify the hitting her comment I made. I do not want to get a bad reputation! What I mean is, sometimes my game slows because of multiple enemies. I try to target and click on the correct target but with lag and Vilja along side, I wind up hitting her a few times during the battle, ny mistake (computer's fault). So that is why I made a request, for those situations where there is lag. And as for her getting mad at me, as to why, "I don't know, I just don't know" :)

If you implement just a couple of those, you are DA MAN!! Thanks for your response.
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Rob Davidson
 
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Post » Thu Mar 10, 2011 2:27 pm

Just to clarify the hitting her comment I made. I do not want to get a bad reputation! What I mean is, sometimes my game slows because of multiple enemies. I try to target and click on the correct target but with lag and Vilja along side, I wind up hitting her a few times during the battle, ny mistake (computer's fault). So that is why I made a request, for those situations where there is lag. And as for her getting mad at me, as to why, "I don't know, I just don't know" :)

If you implement just a couple of those, you are DA MAN!! Thanks for your response.



No worries :)
I think this happens to us all from time to time. But, seriously, I do not want to add the "give strawberries" to the main menu. After all, if you have just hit her and you want to make up for that, surely you can spend a few seconds clicking to the right topic. There are so many topics added to Vilja now; if I should add all of them to the initial menu, it would be a *lot* of scrolling, and I really want to avoid that.
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vanuza
 
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Post » Fri Mar 11, 2011 4:47 am

No worries :)
I think this happens to us all from time to time. But, seriously, I do not want to add the "give strawberries" to the main menu. After all, if you have just hit her and you want to make up for that, surely you can spend a few seconds clicking to the right topic. There are so many topics added to Vilja now; if I should add all of them to the initial menu, it would be a *lot* of scrolling, and I really want to avoid that.


No worries here either, worth asking :)

I am trying the comapnion master mod today to see if Vilja will repair her armor. I just have to give her a bunch of hammers. You would figure since she has an endless supply she wouldn't need them. Also trying to see if she recharges her weapons.

How is it that repair hammers are free but she charges me for lockpicks? I thought we were friends :)
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Rachell Katherine
 
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Post » Thu Mar 10, 2011 12:53 pm

No worries here either, worth asking :)

I am trying the comapnion master mod today to see if Vilja will repair her armor. I just have to give her a bunch of hammers. You would figure since she has an endless supply she wouldn't need them. Also trying to see if she recharges her weapons.

How is it that repair hammers are free but she charges me for lockpicks? I thought we were friends :)



Well, the reason for that you get repair hammers for free is that you a) have to repair her armor, so you use them for her benefit and b)that she isn't a thief character. A) is of course the important factor why she would give you hammers for free. (You can be certain that if she is to repair her own armor in upcoming versions, she won't give you any free hammers as well - that would be to ask for too much). Of course, she doesn't "know" that you are currently using Companion Master, so right now, she is still willing to give you hammer - it's up to you to decide how much you want to take advantage of the situation ;).
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Marie
 
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Post » Fri Mar 11, 2011 12:34 am

Ok, now I'm curious, if she's allowed to make her Own repairs, will that work like the arrows, or will she use them as fast as I can feed them to her?? :unsure:
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Hayley O'Gara
 
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Post » Thu Mar 10, 2011 1:17 pm

And Arkngt, the idea for hotkeys for stay and follow sounds reasonable to me.


Might seem like an obsession to me as I've brought it up several times. I just really liked a mod that gave such hotkeys for Dogmeat in Fallout. Using FWE the dog could be killed in seconds, so it was really useful to easily be able to have it stay or follow. Plus it's immersive as you won't have to go through menus. Would be excellent when exploring and sneaking.

No worries :)
I think this happens to us all from time to time. But, seriously, I do not want to add the "give strawberries" to the main menu. After all, if you have just hit her and you want to make up for that, surely you can spend a few seconds clicking to the right topic. There are so many topics added to Vilja now; if I should add all of them to the initial menu, it would be a *lot* of scrolling, and I really want to avoid that.


Would it be possible to stay at the You and I menu after having given her a strawberry or whatever, i.e. not go back to the main menu but rather only one step, back to the previous one? Might be practical in some other case as well, but it's only with that one I've been slightly annoyed having to start over again and again.
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Stacey Mason
 
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Post » Thu Mar 10, 2011 8:12 pm

Ok, now I'm curious, if she's allowed to make her Own repairs, will that work like the arrows, or will she use them as fast as I can feed them to her?? :unsure:


Are you talking about the Companion Master? In that case, it's better that you check the readme for it; I'm not using it, myself (as I'm currently running without OBSE) so I wouldn't know.
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Mark Hepworth
 
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Post » Fri Mar 11, 2011 4:08 am

Might seem like an obsession to me as I've brought it up several times. I just really liked a mod that gave such hotkeys for Dogmeat in Fallout. Using FWE the dog could be killed in seconds, so it was really useful to easily be able to have it stay or follow. Plus it's immersive as you won't have to go through menus. Would be excellent when exploring and sneaking.



Would it be possible to stay at the You and I menu after having given her a strawberry or whatever, i.e. not go back to the main menu but rather only one step, back to the previous one? Might be practical in some other case as well, but it's only with that one I've been slightly annoyed having to start over again and again.



It would call for some serious workarounds and separate setups to get back to the You and I menu rather than the main menu. Look at it this way: if you are giving her strawberries etc in order to make her like you better, the main idea is that you are supposed to do something that is to HER liking rather than YOURS in order to gain her favour... (You could of course try to always keep her so happy that you don't have to do any strawberry-feeding at all). :wink:
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[Bounty][Ben]
 
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Post » Fri Mar 11, 2011 4:13 am

Might seem like an obsession to me as I've brought it up several times. I just really liked a mod that gave such hotkeys for Dogmeat in Fallout. Using FWE the dog could be killed in seconds, so it was really useful to easily be able to have it stay or follow. Plus it's immersive as you won't have to go through menus. Would be excellent when exploring and sneaking.



Would it be possible to stay at the You and I menu after having given her a strawberry or whatever, i.e. not go back to the main menu but rather only one step, back to the previous one? Might be practical in some other case as well, but it's only with that one I've been slightly annoyed having to start over again and again.


I am using companion master now. It does not affect arrows as far as I see, she has the same 5 ebony arrows I gave her and uses those. I see her using the hammers as that count decreases in her inventory (I give her 40 hammers every 3 big battles as she uses them up quickly). Her armorer skill does not go up very fast, in fact went from 6 to 7. I think the readme for companion master states that it takes alot of hammers so I will keep an eye out. My armorer skill is 50. She does not repait magic armor, hope she will evantually. I can't confirm that she recharged her weapon but I think she did. I noticed that leather gauntlets were at health 116 so I do not know how she did that. She does not seem to repair after battle when I do. I have yet to check when she does. That is all I have to report at this time.

EDIT: Reply is to wrong post, meant to reply to Brozly :)
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marie breen
 
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Post » Thu Mar 10, 2011 7:56 pm

Ok, Thanks Peter...
Are you talking about the Companion Master? In that case, it's better that you check the readme for it; I'm not using it, myself (as I'm currently running without OBSE) so I wouldn't know.

Actually I was refering to, If Cd were to incorperate repair into Vilja, as if 1 hammer would last forever. (Like the Arrows) but I would assume it to be, as Peter ID said in referance to Compamion Master...
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Alexx Peace
 
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Post » Fri Mar 11, 2011 3:46 am

Ok, Thanks Peter...

Actually I was refering to, If Cd were to incorperate repair into Vilja, as if 1 hammer would last forever. (Like the Arrows) but I would assume it to be, as Peter ID said in referance to Compamion Master...


If we incorporate repair into the Vilja mod, the hammers will *not* last forever; it will not be a "free bonus", so you will probably be happy for every hammer you will find and can give to her!
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Beat freak
 
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Post » Thu Mar 10, 2011 5:52 pm

And I thought I had trouble keeping up on Strawberries... :rofl:
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Crystal Clear
 
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Post » Thu Mar 10, 2011 2:43 pm

The FCOM patch ... Does it have to be active or can I just import the tagged info into the bashed patch.

Readme unclear.
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Roisan Sweeney
 
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Post » Thu Mar 10, 2011 5:45 pm

Hey, that's my quote about Companion Master! =D

Yeah, so companion master allows her to repair her stuff. She doesn't do it immediately, but you'll notice that when you give her armour, give her hammers and activate the companion master repair option, she never goes naked again. She uses a lot of them though, but it also depends on how the fights go and maybe also what armour she's wearing. I just dump 100 hammers on her and once in a while when I need to restock her poison supply (she uses about 1 poison per target, as seems to be the vanilla way of doing it) I see how her hammers are doing. I don't keep an eye on her armorer skill though.
So yes, Companion Master allows this, but it appears to be quite frequent. And frequent is good imo. If a companion has broken gear, that companion won't equip it and worse, it seems the repair mods can't repair it when it isn't equipped. Some OBSE limitation I think. So more frequent repairs are good imo.


Recharging weapons, same, works with companion master. Vanilla, companions apparently can fill soulgems if they have their own soultrap spell and empty soulgems. WIth Companion master, they can actually use those too.
I give them petty and lesser gems to fill themselves... but usually I just fill them myself and give them to them. With the soulgem magic mod by TheNiceOne I can fill them myself more reliably anyway and I don't need to go out of my way to give companions a soul trap spell or item.

So, give them the gems and they'll use them for 100%

And another thing, with companion master you can teach or unteach spells. Even Midas!

I only use those 3 features: repair, recharge and spellteaching. I never tried the other things on her. Like training skills.
Oh, I think it has a feature to force equip items. But then you can't use the normal means of inventory share. I use a different mod named "force equip" for that so she'll wear stuff from the tail slot while keeping the inventory Vilja-vanilla.


Companion master doesn't seem to interfere with any scripts so it doesn't seem to break anything. It doesn't give anything for free, unless you count overcharge to free. It will recharge weapons above the max for that weapon because it uses the full charge of the soulgem. This overcharge isn't much and isn't worth exploiting. It's more of an idiot-proofing I think.

I use it with Vilja, viconia and about 70+ different CM partners and CM beasts. (My personal housemod looks more like a companion hotel) Neeshka, Valeria and others will be reinstalled in February =D
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Lloyd Muldowney
 
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Post » Thu Mar 10, 2011 6:10 pm

It would call for some serious workarounds and separate setups to get back to the You and I menu rather than the main menu. Look at it this way: if you are giving her strawberries etc in order to make her like you better, the main idea is that you are supposed to do something that is to HER liking rather than YOURS in order to gain her favour... (You could of course try to always keep her so happy that you don't have to do any strawberry-feeding at all). :wink:


No worries - it's just fine as it is. She was down to Disposition 90 once so I forcefed her strawberries in panic - but normally she's quite happy with the arrangements as they are. :)
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Danger Mouse
 
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Post » Thu Mar 10, 2011 3:24 pm

The FCOM patch ... Does it have to be active or can I just import the tagged info into the bashed patch.

Readme unclear.

You not only can import the tagged info, you should.
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Kate Murrell
 
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Post » Thu Mar 10, 2011 5:19 pm

You not only can import the tagged info, you should.

::: not what I was asking.

I mean can I leave the esp deactivated and only import the tagged info, or does it have to be activated?

I know I can ... that is implied in the question and the whole point of tags.
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Alina loves Alexandra
 
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Post » Thu Mar 10, 2011 11:21 pm

::: not what I was asking.

I mean can I leave the esp deactivated and only import the tagged info, or does it have to be activated?

I know I can ... that is implied in the question and the whole point of tags.

Oh! sorry, I hadn't expained myself. The only changes that make the file are the tagged ones. You can deactivate it without problems.
EDIT: I do it again. The only intended changes are the tagged ones. If you use a custom version it will undo the changes making it original Vilja again, but if you deactivate and import the tags only the intended changes will work.
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Sun of Sammy
 
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Post » Fri Mar 11, 2011 12:40 am

Thanks the NoMerge tag often confuses me.

Sometimes it is meant to imply that the entire esp must be active and not merged into bashed patch and sometimes it is meant to imply that no just the tagged info and importing into the bashed patch is too much.
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Farrah Barry
 
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