[RELZ] Companion Vilja ver 3.0 - thread no 9

Post » Wed Mar 30, 2011 5:56 am

I noticed that, (actually with Viconia) any time I hit her with "Ithilden", it would knock her Max health below her base health, tried a few other enchanted weapons (Not All, but several), and other Companions with the Same effect... :whistling:
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Liii BLATES
 
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Post » Wed Mar 30, 2011 6:27 am

Is Vilja going to move to Skyrim in November? I hope so.
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Anna Kyselova
 
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Post » Wed Mar 30, 2011 1:04 am

I noticed that, (actually with Viconia) any time I hit her with "Ithilden", it would knock her Max health below her base health, tried a few other enchanted weapons (Not All, but several), and other Companions with the Same effect... :whistling:


Ithildin is an Adonnay sword with a scripted effect and she's using another Adonnay sword with a scripted effect since a short while. Perhaps the effect got reflected back at her? So that might be it.
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Dan Endacott
 
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Post » Wed Mar 30, 2011 3:51 am

Ithildin is an Adonnay sword with a scripted effect and she's using another Adonnay sword with a scripted effect since a short while. Perhaps the effect got reflected back at her? So that might be it.

That makes sense. Especially if you aren't using scripted weapons and neither you or Vilja wear health increasing items.
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Marquis deVille
 
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Post » Wed Mar 30, 2011 3:53 am

It sounds as if it sorted? Great :)

(Will have to remember the name of that sword)
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Becky Palmer
 
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Post » Wed Mar 30, 2011 3:12 pm

It sounds as if it sorted? Great :)

(Will have to remember the name of that sword)


Yes, casting Vilja's Combat Spell fixed it. :) Probably caused by her getting the scripted effect from Frostfang (Adonnay's Classical Weaponry) reflected back on her. Ithildin (one of my all time favorite swords) from Adonnay's Elven Weaponry also has a scripted effect. I'd guess one might have to beware of hitting her or having her wield weapons with scripted effects in general. But easily fixed as said.
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Setal Vara
 
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Post » Wed Mar 30, 2011 10:12 am

Is Vilja going to move to Skyrim in November? I hope so.



Well, hardly in November, as the game isn't released until 11 november, and porting a mod like this would be quite an extensive work.

But, if it is a good game, I quite like the thought of porting her - IF CDCooley also thinks it's a good and doable idea. We'll see later on. But I can definitely guarantee that it won't happen in November, anyway ;).
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Vivien
 
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Post » Wed Mar 30, 2011 2:58 am

Well, if you two finally decide to make a different companion for Skyrim it will be great also. maybe for december...? :P
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kitten maciver
 
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Post » Wed Mar 30, 2011 3:53 pm

Well, if you two finally decide to make a different companion for Skyrim it will be great also. maybe for december...? :P



Well, I take that as your volonteering to playtest it ;)
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Joey Bel
 
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Post » Wed Mar 30, 2011 1:01 pm

Well, I take that as your volonteering to playtest it ;)

Of course :) , I'll buy Skyrim as far as they release the game editor (I have two mods in mind) and obviously there won't be anithing to playtest before that, so I'll be able to playtest the very moment you implement something.
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Nicholas
 
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Post » Wed Mar 30, 2011 12:05 am

I am hoping that YOU WILL NOT ABONDON VILJA IN OBLIVION even with Skyrim released. I still play Morrowing from time to time and expect to hang with Oblivion FOR A LONG TIME TO COME.
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Marguerite Dabrin
 
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Post » Wed Mar 30, 2011 7:49 am

Regarding the recent alternative Bruse option...

I decided to give this a try. Copied http://tesnexus.com/downloads/file.php?id=24312 address for Slof's Oblivion Horses from your README into my browser. It takes to me a Nexus page stating that "no file exists for this ID". I tried Googling it, but end up at that same "no file..." Nexus page. There are a few Slof horse mods at Nexus, but none seem to be the one your mod requires. I found a site called "Slof's Hive", which offers three Oblivion horse downloads, but none titled "Slof's Oblivion Horses". I'm leery of downloading any of 'em without knowing if they serve my need.

Any advice on this is greatly appreciated!

Thanks in advance.

-Decrepit-
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Kelly John
 
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Post » Wed Mar 30, 2011 8:37 am

Regarding the recent alternative Bruse option...

I decided to give this a try. Copied http://tesnexus.com/downloads/file.php?id=24312 address for Slof's Oblivion Horses from your README into my browser. It takes to me a Nexus page stating that "no file exists for this ID". I tried Googling it, but end up at that same "no file..." Nexus page. There are a few Slof horse mods at Nexus, but none seem to be the one your mod requires. I found a site called "Slof's Hive", which offers three Oblivion horse downloads, but none titled "Slof's Oblivion Horses". I'm leery of downloading any of 'em without knowing if they sever my need.

Any advice on this is greatly appreciated!

Thanks in advance.

-Decrepit-

Yeah, Slof's pulled her mods from everywhere because people kept being rude to her.

You definitely need the 'Horses Base' mod from Slof's site - I'd download the 'Extra Horses' one as well (it's an addon), especially if you're using MMM or FCOM. Bear in mind that Slof's hosting them herself now, and sh'e got limited bandwidth, so you may have to wait until the start of next month to actually download them.

Eloise
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Charlie Ramsden
 
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Post » Tue Mar 29, 2011 11:53 pm

Yeah, Slof's pulled her mods from everywhere because people kept being rude to her.

You definitely need the 'Horses Base' mod from Slof's site - I'd download the 'Extra Horses' one as well (it's an addon), especially if you're using MMM or FCOM. Bear in mind that Slof's hosting them herself now, and sh'e got limited bandwidth, so you may have to wait until the start of next month to actually download them.

Eloise


I have no problems downloading from Slof's site at: http://www.slofshive.co.uk/index.php?page=news
BTW, if you bother to read her comment she did pull her MODs because of bad treatment by the owner of TesNexus.
Quote:
I removed myself from Nexus after being treated badly by its owner. After the years I put in for the site. I expressed a genuine concern for the site's reputation, only to be shot down in a snotty reply that hurt me very deeply. I'm NOT going to stick around for that kind of treatment anywhere. After ALL I'd done for Nexus. Bah.
Unquote
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Alex [AK]
 
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Post » Wed Mar 30, 2011 4:00 am

About the healing loop:
I restarted playing a few months ago so I haven't run into the problem because of safeties I made to prevent it from happening again.. But a long time ago I had this problem with lots of mods. I'm talking about "weird health" or "broken companion health". That's what I call it.

Some modded weapons or modded items or even modded game mechanics will cause "permanent" damage to health by using a "bad" thingy in the scripting that permanently changes the health setting. It's so long ago that I don't even remember the right names. The last time I got it, it was due to a mod that would give additional damage if you hit the target in the back. So if you accidentally hit a companion in the back, that companion gets broken.
If some script effect claims "additional damage" or "healing" in the readme, then beware as the bug may be included.
Like I said, I fixed those in the mods I downloaded but I forgot what I did.
It seems to be rare nowadays.

It's not really permanent. CM Partners can be forced resurrected if you take their stuff away first. Other companions can be fixed similarly or have built-in resetting capabilities. If the combat reset thingy worked for Vilja then I'd say Vilja is safe by default.

I remember having a sword that did that. I think it may have been a sentient weapon, not sure if it was -the- sentient weapon. I believe it has the option to turn the additional damage off.
Then there was a mod that gave additional "magical damage" to any sword you used it on. That one had it too, but all could be fixed by turning it off in the script.
Some poison used in some mod by a monster did it. I think in MMM there was something with assassin goblins doing it?
An early Duke Patricks Combat geometry mod OR momentum damage did it. I'm not sure which one. I changed the script and use it anyway. Never play without it.
Similarly, Neeshka, early version, not sure about today's version, modified player health. I suddenly had thousands of hitpoints.

Sometime somewhere someone said to never ever give a scripted item to a companion. I think it may be because the scripts change things on the player, doesn't matter who uses it. Or it had to do with something else. Oh, I think Illithiel's soul (sp?) readme said that. You could add a "soul" to a weapon which would then taste the target and then apply the right enchantments. So if the weapon/soul tasted a weakness to fire, it would add fire damage on next strike. Euh, dunno, long time ago. I just never give scripted items to my companions. That way I feel safer.

I've written a mess but maybe it gives a sort of idea of what may happen.
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Melanie Steinberg
 
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Post » Wed Mar 30, 2011 1:43 am

I am hoping that YOU WILL NOT ABONDON VILJA IN OBLIVION even with Skyrim released. I still play Morrowing from time to time and expect to hang with Oblivion FOR A LONG TIME TO COME.


Of course not :)

And it's still also a long time before the release of Skyrim.
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Bek Rideout
 
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Post » Wed Mar 30, 2011 3:25 pm

About the healing loop:
I restarted playing a few months ago so I haven't run into the problem because of safeties I made to prevent it from happening again.. But a long time ago I had this problem with lots of mods. I'm talking about "weird health" or "broken companion health". That's what I call it.

Some modded weapons or modded items or even modded game mechanics will cause "permanent" damage to health by using a "bad" thingy in the scripting that permanently changes the health setting. It's so long ago that I don't even remember the right names. The last time I got it, it was due to a mod that would give additional damage if you hit the target in the back. So if you accidentally hit a companion in the back, that companion gets broken.
If some script effect claims "additional damage" or "healing" in the readme, then beware as the bug may be included.
Like I said, I fixed those in the mods I downloaded but I forgot what I did.
It seems to be rare nowadays.

It's not really permanent. CM Partners can be forced resurrected if you take their stuff away first. Other companions can be fixed similarly or have built-in resetting capabilities. If the combat reset thingy worked for Vilja then I'd say Vilja is safe by default.

I remember having a sword that did that. I think it may have been a sentient weapon, not sure if it was -the- sentient weapon. I believe it has the option to turn the additional damage off.
Then there was a mod that gave additional "magical damage" to any sword you used it on. That one had it too, but all could be fixed by turning it off in the script.
Some poison used in some mod by a monster did it. I think in MMM there was something with assassin goblins doing it?
An early Duke Patricks Combat geometry mod OR momentum damage did it. I'm not sure which one. I changed the script and use it anyway. Never play without it.
Similarly, Neeshka, early version, not sure about today's version, modified player health. I suddenly had thousands of hitpoints.

Sometime somewhere someone said to never ever give a scripted item to a companion. I think it may be because the scripts change things on the player, doesn't matter who uses it. Or it had to do with something else. Oh, I think Illithiel's soul (sp?) readme said that. You could add a "soul" to a weapon which would then taste the target and then apply the right enchantments. So if the weapon/soul tasted a weakness to fire, it would add fire damage on next strike. Euh, dunno, long time ago. I just never give scripted items to my companions. That way I feel safer.

I've written a mess but maybe it gives a sort of idea of what may happen.



There are one more reason why it might not be a good idea to give scripted items to companions - many scripts are set up so they only work if the player is using the item (for instance the boots from Knights of the Nine) and then giving it to a companion is pointless. I have also heard that companions are crap with scripted bows.

One easier solution than resurrecting companions is to leave them behind in a safe interior cell for +72 game hours - this tends to cure most problems. Although, with Vilja you can just cast her "Vilja start combat spell" on her in order to reset her - it will restore most issues.
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April
 
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Post » Wed Mar 30, 2011 9:09 am

I believe a mod was discussed here a while ago that prevented enemies from focusing only on your character (or was it only on companions?) and instead divided their attention a bit more equally. Do you remember what it was?
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Luna Lovegood
 
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Post » Wed Mar 30, 2011 5:20 am

I believe a mod was discussed here a while ago that prevented enemies from focusing only on your character (or was it only on companions?) and instead divided their attention a bit more equally. Do you remember what it was?


http://www.tesnexus.com/downloads/file.php?id=35921. Works with all companions and all enemies. Requires OBSE.
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dean Cutler
 
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Post » Wed Mar 30, 2011 1:21 am

http://www.tesnexus.com/downloads/file.php?id=35921. Works with all companions and all enemies. Requires OBSE.

There's also Stickier Targeting:
http://www.tesnexus.com/downloads/file.php?id=25951

Very similar to CC, but I think it's more to what Povuholo might be looking for. From what I understand, it isn't quite so Player targeted only like CC even though it's readme sounds like it.
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Sam Parker
 
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Post » Wed Mar 30, 2011 2:56 am

There's also Stickier Targeting:
http://www.tesnexus.com/downloads/file.php?id=25951

Very similar to CC, but I think it's more to what Povuholo might be looking for. From what I understand, it isn't quite so Player targeted only like CC even though it's readme sounds like it.


Companion Compatibility works perfectly IMO. It's not overtly player oriented, it just feels "natural" - some enemies attack the PC, some Vilja. :shrug:

I used Stickier Targeting with a previous char who focused on Conjuration - and it worked well with summons, but it was very player oriented (I even made a REQ if it could be made to differentiate a bit so stupid creatures sometimes would go for the summon while smarter NPCs would go for the summoner). Haven't tried it with companions so no idea there.
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TRIsha FEnnesse
 
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Post » Wed Mar 30, 2011 7:29 am

http://www.tesnexus.com/downloads/file.php?id=35921. Works with all companions and all enemies. Requires OBSE.

Bingo, that's the one!
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Aman Bhattal
 
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Post » Wed Mar 30, 2011 4:03 am

One question and a somewhat confused REQ:

Why aren't certain equipment showing on (certain?) companions? I've had it before long ago when trying out other companions, but with Vilja specifically Sinblood's Ravenous Elegance won't show up. I thought it might be connected to how Sinblood's mod was set up but couldn't figure it out, but now I notice that the Shrouded Armor won't show up either.

With OOO the player char can get the ability to befriend animals. It's a cool feature, somewhat like the Woodland Grace ability in Knights of the Nine. But when exploring around with Vilja the ability is quite naturally disrupted by her. In fact, with my set up I can get quite corny behavior with Wolves sort of looping reactions - it's almost like they get conflicted about how to react. Anyway, I wonder if there might be some way to add the or a similar ability to Vilja? Would be nice with the upcoming Druid mod as well, which I think will have a similar feature. I guess it might be complicated to implement and it's not a big deal either, but would be neat and quite fitting for Vilja IMO.
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Averielle Garcia
 
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Post » Wed Mar 30, 2011 6:43 am

One question and a somewhat confused REQ:

Why aren't certain equipment showing on (certain?) companions? I've had it before long ago when trying out other companions, but with Vilja specifically Sinblood's Ravenous Elegance won't show up. I thought it might be connected to how Sinblood's mod was set up but couldn't figure it out, but now I notice that the Shrouded Armor won't show up either.


Do you know if these outfits might be using the tailslot? That could explain why they don't show up on companions.

With OOO the player char can get the ability to befriend animals. It's a cool feature, somewhat like the Woodland Grace ability in Knights of the Nine. But when exploring around with Vilja the ability is quite naturally disrupted by her. In fact, with my set up I can get quite corny behavior with Wolves sort of looping reactions - it's almost like they get conflicted about how to react. Anyway, I wonder if there might be some way to add the or a similar ability to Vilja? Would be nice with the upcoming Druid mod as well, which I think will have a similar feature. I guess it might be complicated to implement and it's not a big deal either, but would be neat and quite fitting for Vilja IMO.


I don't have OOO installed (but could of course install it) so I have no experience in this. If this feature indeed is set up like KotN, it would at least be possible to make an item for Vilja that will make her be friends with the animals, but probably CDCooley would have a more elegant scripted solution for it.
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Leah
 
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Post » Wed Mar 30, 2011 4:31 am

Do you know if these outfits might be using the tailslot? That could explain why they don't show up on companions.


None of them do. Sinblood's have several pieces but none uses the tail slot. Shrouded Armor is the vanilla Dark Brotherhood armor and covers everything but the head (Upper, Lower, Hand, Foot) but not the tail slot.

I don't have OOO installed (but could of course install it) so I have no experience in this. If this feature indeed is set up like KotN, it would at least be possible to make an item for Vilja that will make her be friends with the animals, but probably CDCooley would have a more elegant scripted solution for it.


KotN simply adds the NPPredators faction to the PC and predators - and something like that would work rather fine I guess. OOO is a bit more complex as there are random chances how predators will react based on PC stats - sometimes they are neutral, sometimes help out during fights, sometimes stays close for a while almost like a companion. I'm lousy at deciphering scripts so not much help on how it's set up in detail.
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Lily Something
 
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