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.
if Vilja's not in her most aggressive mode she shouldn't be starting combat. And the game original creatures (except possibly mudcrabs and rats) should also ignore her. The same trick that keeps enemies from focusing all of their attention on her should help here.
I don't have her set to avoid fighting, but rather on defensive fighting. We've (my char and Vilja) have always been fighting creatures (Wolves, Boars etc. Everything.) throughout the game. But after having befriended animals via OOO my char can explore the wilderness w/o being attacked by Wolves etc. if she's on her own. With Vilja in tow they are attacked - and creatures are behaving oddly.
It's OOO that's causing a problem by removing all of the animals from the creature faction and then using a script to control their behavior.
I've had a look at the relevant script in OOO. The script calculates a 'disposition' value for the creature, based on things like distance to the player, whether the player has a weapon out, etc. Based on this calculation, the creature is set to one of four modes - shy, cautious, aggressive, or friendly, which equate more or less to 'run away', 'do nothing', 'attack', and 'follow'. The script then modifies the creature's aggression and confidence values - so it doesn't make them specifically friendly to the player, but instead makes them behave the same way towards everybody. All the 'befriend' ability that the player can acquire does is add 40 to the calculated 'disposition', making it less likely that the creature will be aggressive. The ability itself is controlled by a global - OOOAureusJephre - so even that is not player-specific.
What I think might be happening is this:
- Vilja detects the creature before it's script kicks in, so thinks it's hostile and attacks. This causes the creature to attack Vilja. Meanwhile, the creature's script decides that the creature shouldn't be hostile.
- Companion Compatibility then redirects the creature (which is still 'attacking' Vilja, because it thinks it's under attack itself) to attack the player.
- The creature's script then notices that the creature is attacking the player, and reapplies its changes to make it friendly.
- However, Vilja still thinks the creature is hostile, so continues to attack it. This causes the creature to attack Vilja - and around the loop we go.
If this is the case, I'm not sure it can be fixed in OOO directly without using OBSE. It could be fixed in Companion Compatibility by checking for the presence of OOO and the value of the global, and telling both the creature and the companion to stop fighting - this way, it would work for all companions, not just Vilja. It could also be fixed specifically for Vilja by a patch that does a similar thing - if the OOO global is on, and the creature is not hostile to the player, stop Vilja from attacking it.
Arkngt, can you check what happens without Companion Compatibility loaded? I suspect that if it is the scenario I've described above, the creatures will ignore the player and attack Vilja, and you won't see any of the weird behaviour.
Eloise