[RELZ] Companion Vilja ver 3.0 - Thread 8

Post » Thu Mar 10, 2011 8:25 am

The phrase is correct, it was just too obvious for me to understand :)

I played a Nord the other day when doing a test and had NPCs call me "snowman". I wonder if anyone of them will call Vilja "snowgirl" or "snowwoman"?
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Mari martnez Martinez
 
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Post » Wed Mar 09, 2011 11:17 pm

My first try at making another kind of Vilja
http://www5.picturepush.com/photo/a/4846878/1024/oblivion/ScreenShot17.bmp.jpg
http://www2.picturepush.com/photo/a/4846880/1024/oblivion/ScreenShot21.bmp.jpg
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Sarah Kim
 
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Post » Thu Mar 10, 2011 7:21 am

I don't remember if there's a specific reason for that following distance, but it seems to work well if you have other companions along too. I do know that adding multiple following distance options would mean even more AI packages than she already has, but maybe it's possible. She already will follow at a greater distance if you're in combat so that she doesn't get hit by accident if she's not trying to fight.

If you let her lead somewhere you can then walk beside her with a little practice.

>>>>>> Sounds like a neat idea.

The default defensive mode is the most complex to describe and I think the most natural. If you say to "only attack enemies that attack us" she will defend herself and the player, but won't start a fight. Specifically, she won't attack until: 1) she's hit by a weapon or spell, 2) the player gets below about 90% health, or 3) the player draws a weapon (or raises fists but spell casting doesn't count, and if the weapon was drawn too long before battle started she will have also stopped paying attention thinking you've simply forgotten to put your sword away). I usually play a mage that doesn't carry a weapon and leave her in the default mode, then I simply raise my fists to signal that she should attack right after I cast my first attack spell.


".....and if the weapon was drawn too long before battle started she will have also stopped paying attention thinking you've simply forgotten to put your sword away....." Ooooops. I think I may have been guilty of that. I'll need to watch that little detail.

Thanks for the good feedback (and for working on the mod with Emma : ).

Tarl
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Kelly Osbourne Kelly
 
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Post » Wed Mar 09, 2011 10:36 pm

Hi Tarl,

CDCooley has already given a thorough reply to this, but there are a few side-notes I just want to mention.

First off, the follow-distance... in my game it varies quite a lot depending on what she is wearing. If she is travelling unarmored, she's in general pretty close behind me. If she is wearing light armor, she is still not far away. However, heavy armor wears Vilja down, as she has no heavy armor-skill. So, when moving in heavy armor, she is slow and clumsy and can be very far behind me.
So my suggestion is that you dress her as light as possible, as this is something that very much affects her following-distance.

The mod you were refering to is Grab Companion. There you walk side-by-side, but only in 3rd person perspective and there are some other drawbacks as well. for instance, the companion cannot fight while in this mod. However, with Vilja ver 3, you have the option to 'let her lead'. I often just pick a destination close to where I want to go (like if I want to go to Barren Cave I might tell her we're going to Bruma) and then I let her walk independently of me, as I find it much nicer to walk beside her than with her trailing behind. When she is 'leading the way' like this, she will participate in fights etc.

I believe CDCooley's explanation of the combat-options was so extensive that I probably don't have to add anything furhter. I.e. use the "only attack enemies that attack us" but make sure you draw your weapon or raise your fists, cause else she won't fight until your health has dropped a little. Please also read the "Important Information on Gameplay" document (and probably also the Dialog Manual in order to understand all the features) that are inclosed in the zip-file and also available as separate documents. As Vilja of today is different from every other companion, and very different from the ver 1 of herself, reading up a bit will be very useful and help you make the best of your companionship. :)

Yes, adding some other companions as well might be fun. As you might have seen, Vilja has unique interaction with some of them, for instance the two you mention - Neeshka and Viconia. It will get most obvious when they are in wandermode, but also when they are following and when Vilja is talking to you. Although both companions are nice, the interaction with Viconia is a tad bit limited as Viconia doesn't have so much dialog that works for conversation-interaction (she has an unique voice, whereas Neeshka's voice is the game original elf-voice).


Emma,

I'll give that "let her lead" option a try (by doing as you suggest, by picking a close by destination to where we are headed). Sounds pretty nice. I may, if I get the chance, also try using Duke Patrick's "follow the actor" mod (thanks BlackSt4r for the good tip) in combination. Either way, sounds like some good ways to make it so we can stick together a little closer. Appreciate the feedback about the "companion grab" mod. Sounds like a good mod, but I don't want to interrupt Vilja's ability to fight.

I'll print out the manual you have thoughtfully provided and give it some study. I'm headed to the Wynon(sp) priory to work my way through the main quest (I've never done the main quest in the years I've played Oblivion). Hopefully Vilja will give us the edge in order to successfully complete the quest (I'm pretty bad at combat by myself).

Thanks again,

Tarl
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Crystal Birch
 
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Post » Wed Mar 09, 2011 9:45 pm

Suggestion for next update: Book Reading.

I give a book, and you, I mean Vilja read it for me. :)

My character will sleep well before listen a good story with your nice voice.

PS: I know, hard work, but it would be incredible.
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mishionary
 
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Post » Thu Mar 10, 2011 4:09 am

My new custom Vilja is working well except for one issue. My new Vilja often gets a silly toothy open mouthed grin on. Did not get this with vanilla Vilja or Vilja as Vampie. I recall seeing a thread on the smiley issue with companions a while back but can't find it. Is there a fix for this or is it an issue with how a modded race was set up to begin with? TL

Also a big thanks for the very clear step by step instructions for setting up a custom Vilja. I don't think I would have ever figured it all out on my on. TL for the great mod!
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Chenae Butler
 
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Post » Thu Mar 10, 2011 8:57 am

Suggestion for next update: Book Reading.

I give a book, and you, I mean Vilja read it for me. :)

My character will sleep well before listen a good story with your nice voice.

PS: I know, hard work, but it would be incredible.



Hahaha :D

Well... maybe it *would* be fun... I guess her obvious choice would be ABC for Barbarians, as it's "such a source of vital knowledge".
And I think I know which book she will absolutely refuse to read, too... :whistling:
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Rudi Carter
 
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Post » Thu Mar 10, 2011 11:40 am

My new custom Vilja is working well except for one issue. My new Vilja often gets a silly toothy open mouthed grin on. Did not get this with vanilla Vilja or Vilja as Vampie. I recall seeing a thread on the smiley issue with companions a while back but can't find it. Is there a fix for this or is it an issue with how a modded race was set up to begin with? TL

Also a big thanks for the very clear step by step instructions for setting up a custom Vilja. I don't think I would have ever figured it all out on my on. TL for the great mod!


I am no expert of this, but I have heard and seen screenshots of that this happens with certain modder-made heads.
The reason why I wanted the Oblivion original headmesh for the original Vilja was that I think the facial expressions is working really well with this head (no wonders as it is tthe original Oblivion head).

I'm also slowly learning to set up custom Viljas the way CDCooley suggests in the customization package, but I'm far from an expert on it.
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Taylor Thompson
 
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Post » Thu Mar 10, 2011 3:23 am

I do not know if this was reported, but there is a glitch when player is on his horse and Vilja is on her Bruse, and player tries to fast travel to any location. After they arrive to their destination player will be stuck on his horse, and Vilja will get on player's horse. Player can not get off his horse, and when he tries to get off his horse, he will initiate dialogue with invisible npc.

http://i53.tinypic.com/8yu8fr.jpg

http://i51.tinypic.com/2dlme0h.jpg


Beside this mods there is also OBSE, Fast Exit. I always start my game via obse loader.



Sorry if this was already reported.
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Sara Lee
 
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Post » Thu Mar 10, 2011 12:17 am

I do not know if this was reported, but there is a glitch when player is on his horse and Vilja is on her Bruse, and player tries to fast travel to any location. After they arrive to their destination player will be stuck on his horse, and Vilja will get on player's horse. Player can not get off his horse, and when he tries to get off his horse, he will initiate dialogue with invisible npc.

Beside this mods there is also OBSE, Fast Exit. I always start my game via obse loader.

Sorry if this was already reported.

That's really strange. There aren't any invisible NPCs in the Vilja mod. There are some invisible creatures, but if you accessed them it would be like opening a container. What invisible NPC are you talking to? Is it really Vilja?

Something is very wrong with your horse ownership if Vilja is trying to ride it with you. When you fast travel she will be forced off of Bruse (to avoid a nasty bug) but she should be remounting Bruse immediately not trying to get on the player's horse.

Open the console and click on your horse. Then type "setownership player" to force your horse to be owned by the player. That should keep Vilja from trying to ride your horse and maybe that will be enough to fix the problem.
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Rachael
 
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Post » Thu Mar 10, 2011 10:03 am

This little glitch has been reported before, i.e. NOT that the player would be stuck on his horse, but the fact that Vilja ends up on the brown-and-white Weynon Priory horse after fasttravelling.

Obviously the ownership with this particular horse is set up in another way than with the rest. I've known it since testing version 1 back in 2009 (I'm sorry CDCooley, I might be that I have simply forgotten to ever tell you about it, as it hasn't ever caused a problem for anyone until now :blush:)

As soon as you have another horse, the problem will vanish for good. Until then, simply dismount before you fasttravel, then this won't happen.
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Michelle Smith
 
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Post » Wed Mar 09, 2011 10:57 pm

More options for Vilja: 5 alternate versions of Bruse by Xtudo

http://www.tesnexus.com/downloads/images/28977-1-1294989487.jpg based on Alien Slof's horse mod and Vilja Customization pack.

If you are tired of Bruse's looks, you can now download Xtudo's Bruse-variations and pick your favorite. The 5 custom Bruses are all (well, maybe with one exception) variations of the white Anvil horse, and they have better reins and saddles with saddle-bags.

The add-on is currently available on http://www.tesnexus.com/downloads/file.php?id=28977, I'll hope to update my site as well later today.
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Richus Dude
 
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Post » Thu Mar 10, 2011 8:08 am

My new custom Vilja is working well except for one issue. My new Vilja often gets a silly toothy open mouthed grin on. Did not get this with vanilla Vilja or Vilja as Vampie. I recall seeing a thread on the smiley issue with companions a while back but can't find it. Is there a fix for this or is it an issue with how a modded race was set up to begin with? TL

Also a big thanks for the very clear step by step instructions for setting up a custom Vilja. I don't think I would have ever figured it all out on my on. TL for the great mod!


Ah! I think I found the head and the fix for the smile: http://www.tesnexus.com/downloads/file.php?id=33683
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Jynx Anthropic
 
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Post » Thu Mar 10, 2011 3:44 am

That's really strange. There aren't any invisible NPCs in the Vilja mod. There are some invisible creatures, but if you accessed them it would be like opening a container. What invisible NPC are you talking to? Is it really Vilja?

Something is very wrong with your horse ownership if Vilja is trying to ride it with you. When you fast travel she will be forced off of Bruse (to avoid a nasty bug) but she should be remounting Bruse immediately not trying to get on the player's horse.

Open the console and click on your horse. Then type "setownership player" to force your horse to be owned by the player. That should keep Vilja from trying to ride your horse and maybe that will be enough to fix the problem.


Regarding invisible npc and voice. It is not Vilja voice, but it is female voice, and sounds like female Dunmer. Maybe it is because my character is female Dunmer, or because there is a female Dunmer that works in the stable next to the Chorrol. My horse is the horse that player gets when he escorts Martin to Jauffre. Could it be that problem with ownership is related to the fact that horse was owned by Prior Maborel?

Edit:

Now that i have saw Emma's replay, it is problem related to Prior Maborel horse.

Ok guys, thank you for your replays.
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Laura Richards
 
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Post » Thu Mar 10, 2011 10:14 am

Regarding invisible npc and voice. It is not Vilja voice, but it is female voice, and sounds like female Dunmer. Maybe it is because my character is female Dunmer, or because there is a female Dunmer that works in the stable next to the Chorrol. My horse is the horse that player gets when he escorts Martin to Jauffre. Could it be that problem with ownership is related to the fact that horse was owned by Prior Maborel?

Edit:

Now that i have saw Emma's replay, it is problem related to Prior Maborel horse.

Ok guys, thank you for your replays.


It is indeed related to that specific horse, but the thing about talking to an invisible npc is completely new to me, never heard of it before. I do believe, though, that if you just avoid fasttravelling while on horseback until you have got yourself another horse, you shouldn't have any problems.
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michael danso
 
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Post » Thu Mar 10, 2011 10:27 am

Ah! I think I found the head and the fix for the smile: http://www.tesnexus.com/downloads/file.php?id=33683


And I think that you are right! Seems to be working well, Will have to play with it some and see.
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Stat Wrecker
 
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Post » Thu Mar 10, 2011 12:13 pm

Hello, Emma, guys.

Problem... Vilja died.
I reloaded earlier safe, entered console command SetEssential followed by her ID as per TES4View.
She died next battle again.

Her ID is one in TES4View and different when I click on her with open console.

How to make her essential?
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amhain
 
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Post » Wed Mar 09, 2011 10:18 pm

Hello, Emma, guys.

Problem... Vilja died.
I reloaded earlier safe, entered console command SetEssential followed by her ID as per TES4View.
She died next battle again.

Her ID is one in TES4View and different when I click on her with open console.

How to make her essential?



I think you would benefit from taking a look at the Vilja documentation, in particular the "Important Notes on Gameplay" ;).

There, you can read about her Options book, which you reach from her Skill Reports Menu. In the Options book, you can customiza many things about her, and one of the options is to set her to essential, by simply clicking a box.
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Antony Holdsworth
 
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Post » Thu Mar 10, 2011 9:54 am

@Blade of mercy (such a long nickname :P) In this case, as Emma has said, you must use the mod options. But for your future enjoyment of Tes4view: The ID showed by Tes4view is the ID of the object type. There is for example an ID for mudcrabs and each mudcrab is an instance of that object. The ID for each instance is obviously different. The best shoot to obtain the ID for an instance of an object, is to open in CS the mod where is defined the instance and look in the cell where this concrete instance is created. So if you want to know the ID of a mudcrab added by mudcrabjoe mod, open mudcrabjoe.esp with CS and look in the cell where that mudcrab is supposed to stay it's ID number (mudcrab objects are defined in oblivion.esm but you are looking for this unique instance).
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Life long Observer
 
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Post » Thu Mar 10, 2011 1:06 pm

@Blade of mercy (such a long nickname :P) In this case, as Emma has said, you must use the mod options. But for your future enjoyment of Tes4view: The ID showed by Tes4view is the ID of the object type. There is for example an ID for mudcrabs and each mudcrab is an instance of that object. The ID for each instance is obviously different. The best shoot to obtain the ID for an instance of an object, is to open in CS the mod where is defined the instance and look in the cell where this concrete instance is created. So if you want to know the ID of a mudcrab added by mudcrabjoe mod, open mudcrabjoe.esp with CS and look in the cell where that mudcrab is supposed to stay it's ID number (mudcrab objects are defined in oblivion.esm but you are looking for this unique instance).


Probably http://www.tesnexus.com/downloads/file.php?id=21862 can help with that without even opening the CS.
It requires OBSE v0019 though.

Crash
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Alba Casas
 
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Post » Wed Mar 09, 2011 11:07 pm

Probably http://www.tesnexus.com/downloads/file.php?id=21862 can help with that without even opening the CS.
It requires OBSE v0019 though.

Crash

Good point, although if you can actually see what you want to operate, you can simply select it in the console (unless it's in an inventory, then tools like refscope or formID finder are the best option).
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Justin
 
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Post » Thu Mar 10, 2011 12:42 am

Hi, first of all, tnx for this very well done companion...

...and now: 've used 3.01 for some time, and something that seem different is that she always wander off when I use http://www.tesnexus.com/downloads/file.php?id=19861. She is the only companion that does that. Sorry if it's already known... and since she does not have much time to do anything in the few seconds that she wander and just need to run back, would like to know any patch/command/workaround to make her stand with me in the "immersive" waiting time.

Again, tnx for her.
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Carlos Vazquez
 
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Post » Thu Mar 10, 2011 9:03 am

Well, I just read what the mod do, so, if you ask her to wait she will have less tendency to wander than if you ask her to relax, but to ensure that she didn't wander at all, you could ask her to sit down (in this case she will search a nearby chair or similar first) or to take a nap (she won't do this at certain hours). In either of these cases, you need to ask her to follow you after.
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x a million...
 
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Post » Thu Mar 10, 2011 6:56 am

if you have OBSE running, open console, click npc and type: setrefessential 1

but Vilja has a built-in option menu thing




Just for future reference if you want to make something essential =D
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WTW
 
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Post » Thu Mar 10, 2011 2:10 am

Hi, first of all, tnx for this very well done companion...

...and now: 've used 3.01 for some time, and something that seem different is that she always wander off when I use http://www.tesnexus.com/downloads/file.php?id=19861. She is the only companion that does that. Sorry if it's already known... and since she does not have much time to do anything in the few seconds that she wander and just need to run back, would like to know any patch/command/workaround to make her stand with me in the "immersive" waiting time.

Again, tnx for her.

Glad you like her. I've check out that mod and Amgepo has the solution.

When you sit down, so does Vilja. You must not have any other companions with that feature. If you don't want her to run to find a chair/stool/bench of her own when you sit down either

1) Tell her to wait before you sit down. (She only sits with you when she's following you.)
2) Ask her to sit first then pull out your stool and sit near her.

It's really very rude of you to expect her to stand and wait while you sit on your stool. :)
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Kat Stewart
 
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