[RELZ] Companion Vilja ver 3.0 - thread no 9

Post » Wed Mar 30, 2011 11:33 am

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.


Sinbloods... You know, I think I read some comments in that thread at Nexus regarding the outfit not showing up on companions, it was something with that outfit specifically (hope I'm not mixing up things now). I'll have a look in the CS at the Dark Brotherhood armor. EDIT: Browsed through the Nexus thread, couldn't find any information about it. I might have mistaken it for another mod.


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.


Yes, I've actually already made Vilja an "all-peace-amulet" which works like the KotN boots for a friend, so what you could do is to check if this fully covers the situation with OOO. I think this amulet is a bit "too effective" as it makes her friendly also to goblins, trolls, etc, but if you'd care to test it with OOO, I could make a temporary amulet that works for your purpose. Note that this amulet was made for Vilja ver 2.3, so when you have it activated, it might be that Vilja won't lead (edit - she does lead anyway). I.e. just test it with the OOO-animals, then disable it again, because it is not suitable for latest Vilja ver 3. http://lovkullen.net/Emma/OB/1em_amutestPEACE.7z


EDIT: The amulet is in a chest in Anvil fighters guild, to the right when you have entered the building.
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Tamara Primo
 
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Post » Wed Mar 30, 2011 12:10 am

Has any thought been given to, for some future update, expanding on Vilja's "special occasion clothing bag" feature. At present she has one, the pajama bag. It serves it's purpose well, though admittedly my Vilja still sleeps in her original course robe. (We spend too many nights in Fighters Guild dormitories and the like for less modest attire.)

What got me thinking on this is Vilja's comment when I offer to treat her to an evening out. She always wonders if she should wear her "best dress". If would be nice, on those occasions, for her to have a "Dining Out" bag containing, should the player choose, a set of street-clothes more elegant or formal than her normal non-armor daily attire. One could carry this further and have two "Dining Out" bags; one for fancy "big city" inns, another for village, wilderness, and "low-brow" establishments.

And speaking of sleeping attire, it might be nice to have two pajama bags, the current one plus another she recognizes only "at home" where there is normally less need for modesty. (Though living in Weye Manor (AFK_Weye) as we do, with its constantly patrolling guards, Vilja's sleep attire can never be overly immodest.)

I realize all this can be done by simply carrying extra clothing and swapping as needed. But that's somewhat immersion breaking and can lead to messy inventories.

I also see a problem with the "Dining Out" bag idea. When should she change? It can't be when you first ask her if she'd like to dine out, since you might be in the midst of a dungeon crawl at the time. One obvious place for the change would be when you arrive at the dining establishment and Vilja gives her approval. That might be a lesser-of-evils, but I don't quite like it. It seems to me that Vilja would prepare for her dinner out before arriving at the inn. This is of course being nit-picky, and in truth I can't think of a truly ideal solution. There probably isn't one.

UPDATE: It just dawned on me that another option for when Vilja would don her "evening out" apparel might be to make it a player selectable menu option. That would allow the change to occur at the most appropriate time. On the other hand, I think having her change on her own is more fun. Either way seems a compromise.

-Decrepit-
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Samantha Pattison
 
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Post » Wed Mar 30, 2011 1:08 am

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.

Hmm, maybe I've got the two confused then.
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elliot mudd
 
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Post » Wed Mar 30, 2011 3:30 am

Has any thought been given to, for some future update, expanding on Vilja's "special occasion clothing bag" feature. At present she has one, the pajama bag. It serves it's purpose well, though admittedly my Vilja still sleeps in her original course robe. (We spend too many nights in Fighters Guild dormitories and the like for less modest attire.)

What got me thinking on this is Vilja's comment when I offer to treat her to an evening out. She always wonders if she should wear her "best dress". If would be nice, on those occasions, for her to have a "Dining Out" bag containing, should the player choose, a set of street-clothes more elegant or formal than her normal non-armor daily attire. One could carry this further and have two "Dining Out" bags; one for fancy "big city" inns, another for village, wilderness, and "low-brow" establishments.

And speaking of sleeping attire, it might be nice to have two pajama bags, the current one plus another she recognizes only "at home" where there is normally less need for modesty. (Though living in Weye Manor (AFK_Weye) as we do, with its constantly patrolling guards, Vilja's sleep attire can never be overly immodest.)

I realize all this can be done by simply carrying extra clothing and swapping as needed. But that's somewhat immersion breaking and can lead to messy inventories.

I also see a problem with the "Dining Out" bag idea. When should she change? It can't be when you first ask her if she'd like to dine out, since you might be in the midst of a dungeon crawl at the time. One obvious place for the change would be when you arrive at the dining establishment and Vilja gives her approval. That might be a lesser-of-evils, but I don't quite like it. It seems to me that Vilja would prepare for her dinner out before arriving at the inn. This is of course being nit-picky, and in truth I can't think of a truly ideal solution. There probably isn't one.

UPDATE: It just dawned on me that another option for when Vilja would don her "evening out" apparel might be to make it a player selectable menu option. That would allow the change to occur at the most appropriate time. On the other hand, I think having her change on her own is more fun. Either way seems a compromise.

-Decrepit-



Sortable clothes (or whatever would be an appropriate name for it), along with the ability to repair her own armor, has been among the most frequent requests. Normally, these features will make the mod OBSE-dependant, which we have want to avoid. However, CDCooley is looking into ways to make this possible without adding an OBSE-dependancy (i.e. the features will be there if you use OBSE but not show up if you are not using OBSE). If he finds a good way to do this, it will be incorporated in the next version.
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Mark
 
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Post » Wed Mar 30, 2011 4:40 am

Sinbloods... You know, I think I read some comments in that thread at Nexus regarding the outfit not showing up on companions, it was something with that outfit specifically (hope I'm not mixing up things now). I'll have a look in the CS at the Dark Brotherhood armor. EDIT: Browsed through the Nexus thread, couldn't find any information about it. I might have mistaken it for another mod.


My mistake. And a really stupid one at that. She's using clothes both as clothes and armor normally - and when switched to the armors she was nvde as she had no clothes. :rolleyes: Both Ravenous and Shrouded work fine. I've had issues (for real) with some other set not showing up - but I'll check if it uses the tail slot if it happens again.

Yes, I've actually already made Vilja an "all-peace-amulet" which works like the KotN boots for a friend, so what you could do is to check if this fully covers the situation with OOO. I think this amulet is a bit "too effective" as it makes her friendly also to goblins, trolls, etc, but if you'd care to test it with OOO, I could make a temporary amulet that works for your purpose. Note that this amulet was made for Vilja ver 2.3, so when you have it activated, it might be that Vilja won't lead (edit - she does lead anyway). I.e. just test it with the OOO-animals, then disable it again, because it is not suitable for latest Vilja ver 3. http://lovkullen.net/Emma/OB/1em_amutestPEACE.7z


EDIT: The amulet is in a chest in Anvil fighters guild, to the right when you have entered the building.


Cool. I thought I'd might be alone liking the animal friendship abilities. I'll try it out. :)
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Prue
 
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Post » Wed Mar 30, 2011 10:21 am

Yes, do try the amulet, but only for testing purpose. Unless you want Cyrodiil all peaceful for exploring, it might be a little... too peaceful ;).
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dean Cutler
 
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Post » Wed Mar 30, 2011 1:18 am

I don't have OOO installed at the moment, but 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 think I'm going to have to download OOO and possibly all of FCOM just to finally resolve the faction problems they create.
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Nicole Coucopoulos
 
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Post » Tue Mar 29, 2011 11:53 pm

I don't have OOO installed at the moment, but 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 think I'm going to have to download OOO and possibly all of FCOM just to finally resolve the faction problems they create.


So you're saying that creatures shouldn't attack her in the first place (if using vanilla)? They certainly do with FCOM.
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meg knight
 
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Post » Wed Mar 30, 2011 3:31 am

So you're saying that creatures shouldn't attack her in the first place (if using vanilla)? They certainly do with FCOM.

If she's not in "attack on sight" and the creatures aren't attacking the player they should ignore her too. I frequently cast invisibility when traveling just to avoid fighting every wolf and mudcrab in sight.

My understanding was that one of the two FCOM patches would also mostly fix the creature faction changes made by the various parts of FCOM. The real problems seems to be that at least on of the mods takes all of the creatures out of the creatures faction which messes up their interactions with Vilja.

Vilja is apparently still more like a standard companion for those of you running FCOM. In a default game, enemies really do ignore her if she's told to avoid combat.
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Robyn Lena
 
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Post » Wed Mar 30, 2011 1:16 am

If she's not in "attack on sight" and the creatures aren't attacking the player they should ignore her too. I frequently cast invisibility when traveling just to avoid fighting every wolf and mudcrab in sight.


OK, might very often be because my char is attacked and she gets involved.

My understanding was that one of the two FCOM patches would also mostly fix the creature faction changes made by the various parts of FCOM. The real problems seems to be that at least on of the mods takes all of the creatures out of the creatures faction which messes up their interactions with Vilja.


I'm using Companion Compatibility, which works fine - that is, compared with both the FCOM patch and none. I can't compare it with vanilla. Sometimes Vilja is attacked, sometimes my char. Seems natural.

Vilja is apparently still more like a standard companion for those of you running FCOM. In a default game, enemies really do ignore her if she's told to avoid combat.


I wonder if we're talking about different things. 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.
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Vera Maslar
 
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Post » Wed Mar 30, 2011 7:11 am

I wonder if we're talking about different things. 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. You might want to try the OOO version of the FCOM patch along with the Companion Compatibility mod to see if that helps.

Companion Compatibility simply redirects attackers toward the player after they've already attacked but it doesn't do anything that would keep them from attacking in the first place. The OOO and MMM patches are supposed to make the creatures (and NPCs) less aggressive to Vilja so they might not even start combat.
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Timara White
 
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Post » Wed Mar 30, 2011 10:20 am

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. You might want to try the OOO version of the FCOM patch along with the Companion Compatibility mod to see if that helps.


I'll do that.
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NAtIVe GOddess
 
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Post » Wed Mar 30, 2011 8:06 am

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. You might want to try the OOO version of the FCOM patch along with the Companion Compatibility mod to see if that helps.


I use both and it seems to work well for me.
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Gisela Amaya
 
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Post » Wed Mar 30, 2011 6:14 am

Arkngt, have you tried the *latest* version of the FCOM-OOO-etc-patch, which is made for ver 3 of Vilja? It's in Vilja's download section, both at Nexus and on my site. I'm assusming this is the one Stromgarde is using (as the old patch for ver 2 will prevent Vilja from leading the way).
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Travis
 
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Post » Wed Mar 30, 2011 2:08 am

Arkngt, have you tried the *latest* version of the FCOM-OOO-etc-patch, which is made for ver 3 of Vilja? It's in Vilja's download section, both at Nexus and on my site. I'm assusming this is the one Stromgarde is using (as the old patch for ver 2 will prevent Vilja from leading the way).


I've just added it (and, yes, the latest version) - so I'll test with it, Companion Compatibility and the OOO "animal friendship" feature and see how it goes before experimenting with the amulet. When I think about it it will take a while before I can test it as my char is doing the Mighty Umbra quest right now and it has a Personality -50 effect which means my char is attacked by animals anyway right now. Once finished I'll test it out.
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Jessica Phoenix
 
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Post » Wed Mar 30, 2011 1:30 am

As CDCooley says that OOO actually removes the factions belongings for creatures, the amulet would be pointless (as would all other mods that tries to do anything useful by using the original factions). What is does is making Vilja a member of the creatures factions while you are wearing the amulet. I.e. same system as with Knights of the Nine boots. But, I assume also KotN won't work properly with OOO.
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x_JeNnY_x
 
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Post » Wed Mar 30, 2011 1:45 am

But, I assume also KotN won't work properly with OOO.


Yes, KotN and OOO work fine together (at least that's how I understand it - never use the boots personally). I think Knights adds its own faction - NPPredators or something - so it's not connected to the vanilla Creature faction anyway. Anyway, I shouldn't butt in on the technical aspects of this as I have no idea on that really - but my point was that KotN and OOO are compatible as far as I know.

EDIT: Checking OOO readmes and it might be FCOM I'm thinking of, but I'm pretty sure Woodland Grace and OOO are compatible as well:

FCOM_Knights

This is a highly recommended optional add-on FCOM patch for the official Knights of the Nine mod. It adds Oscuro/MOBS rebalance to to the weapons from Knights.esp, makes Umaril much tougher, and preserves the Woodland Grace quest reward.

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Miss Hayley
 
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Post » Wed Mar 30, 2011 8:36 am

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
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noa zarfati
 
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Post » Wed Mar 30, 2011 2:48 am

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


Thanks for the info - and, yes, I'll do that. :)
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Bereket Fekadu
 
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Post » Wed Mar 30, 2011 6:44 am

Quick question that has probably been asked and answerd a thousand times. If I use the Vilja OOO and FCOM patch along with a customized Vilja, how do I keep the patch from canceling the customization changes?
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Chris Johnston
 
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Post » Wed Mar 30, 2011 1:07 am

First, ensure that is the current version patch, then uncheck the patch and import it's factions and relations to the bashed patch.
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ezra
 
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Post » Wed Mar 30, 2011 8:22 am

First, ensure that is the current version patch, then uncheck the patch and import it's factions and relations to the bashed patch.


Super, thanks for answer.
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Jenna Fields
 
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Post » Wed Mar 30, 2011 9:12 am

Hey, I've got a little problem.

I lost Vilja somewhere, and every time (without fail) I use the summon spell my game crashes. Is there a command I can use to move her to my location? Or alternatively, to send me to her? If not, is there somewhere she should go if we get seperated for a long time? (I haven't had a message or anything like you usually get with that Dark Brotherhood horse).

Thanks,

-AlexJr
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Emma-Jane Merrin
 
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Post » Wed Mar 30, 2011 9:22 am

Hey, I've got a little problem.

I lost Vilja somewhere, and every time (without fail) I use the summon spell my game crashes. Is there a command I can use to move her to my location? Or alternatively, to send me to her? If not, is there somewhere she should go if we get seperated for a long time? (I haven't had a message or anything like you usually get with that Dark Brotherhood horse).

Thanks,

-AlexJr


If you highlight the quest called "Vilja", the questmarker will point you to her so that you can travel to her instead of the reversed.

Is it since you lost her this last time that you have the crashes when summoning her, or has it happened before? Do you have a problem also when fasttravelling with her? It might be another mod that has added a scripted token to her; this will cause crashes. Once you have picked her up again, first try resetting her (use her Start combat spell - see the notes in "Importants notes of gameplay), if this doesnt work, take everything in her inventory away from her, call up the console and type resurrect (note that anything in her inventory when you do this will be lost).
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carla
 
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Post » Wed Mar 30, 2011 6:13 am

If you highlight the quest called "Vilja", the questmarker will point you to her so that you can travel to her instead of the reversed.

Is it since you lost her this last time that you have the crashes when summoning her, or has it happened before? Do you have a problem also when fasttravelling with her? It might be another mod that has added a scripted token to her; this will cause crashes. Once you have picked her up again, first try resetting her (use her Start combat spell - see the notes in "Importants notes of gameplay), if this doesnt work, take everything in her inventory away from her, call up the console and type resurrect (note that anything in her inventory when you do this will be lost).


Oh, cool, thanks :)

I've lost her temporarily once before, for about 20 minutes of real time, but she managed to find me again. I have fast travel disabled, I couldn't do it if I wanted, so I can't comment on that. I'm not sure if I have any mods that add tokens to her.

I have resurrected her before, she was killed in a cave-in and I didn't particularly want to reload my game (it was at the end of The Lost Spires mod where the dungeon collapses on you and a massive wall of flame attempts to kill you).

I'll go find her, thanks: )

e. She seems to be working fine now, after I reset her UI :) Thanks. Turns out she was just standing in the middle of the forest, I must have got out of range of her or something while I was scooting around.
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anna ley
 
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