[RELZ] Companionfriendly Inns Beta 0.9

Post » Sat May 14, 2011 9:40 pm

Beta ver 0.9

http://lovkullen.net/Emma/Inns.htm

Since the release of http://www.tesnexus.com/downloads/file.php?id=28977, I have frequently received feedback from players who are unhappy with that companions cannot sleep in the Cyrodiil Inns.
The reason for this little flaw is (simplified explanation) that the beds in the inns have ownership assigned to them - and the ownership is temporary transferred to the player while he/she rents the bed. Which means that even if the gentleman player uses a bedroll to sleep on the floor, the companions will still not use the beds.

Also I found this annoying, so I decided to do something about it. This mod adds extra beds to most of the inns in Cyrodiil - beds that will only be enabled during the period when the player rent a room. These extra beds have no ownership assigned to them, and companions (well, at least Vilja - she's the only one I have tested with) can use them. When necessary, I have adjusted the pathgrid in the areas to help the companions to reach the new beds. In some inns I have used another approach - I temporary unlock a door to a room with an existing bed that has no ownership assigned to it. Then the companions should go there and sleep.

In some inns, the rooms have been so crowded that I haven't been able to add more than a bedroll, and in some inns, I haven't been able to add anything at all. I have discovered that in some inns (notable West Weald Inn in Skingrad), Vilja isn't able to find the bed unless you lead her to it and tell her that she can sleep there.

NOTE THAT THIS IS A BETA VERSION!
So many beds have been added that I simply haven't had time to test every bed in every inn. So, if you find a bed that your companion cannot use, or if you find something else that doesn't work as it should, please let me know.


List of inns


In the following inns, there should be beds or bedrolls also for your companion:

Anvil - The Counts Arms
Bravil - Lonely Suitor Lodge
Bruma - Jerall View
Bruma - Olav's Tap and Tack
Cheydinhal - Cheydinhal Bridge Inn
Cheydinhal - Newlands Lodge
Chorrol - The Grey Mare
Chorrol - The Oak and Crosier Tavern
IC (Imperial City) - The King and Queen Tavern
IC - The Merchants Inn
IC - Tiber Septim Hotel
IC - The All Saints Inn
Leyawiin - Five Claws Lodge
Skingrad - Two Sisters Lodge
Skingrad - West Weald Inn


Border Watch Inn
Brina Cross Inn
Gottshaw Inn Tavern
Imperial Bridge Inn Tavern
Pell Gate The Sleeping Mare
Roxey Inn
The Drunken Dragon Inn
Wawnet Inn Tavern

Note that I have NOT added any companion beds to Shivering Islands.




Hope you will find this mod useful - please let me know if there are any beds that won't work the way they are supposed to.
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Sun May 15, 2011 12:52 am

Awesome idea! :tops:
User avatar
RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Sat May 14, 2011 9:27 pm

Just in time for me and thanks Emma. :celebration:


I'm curious is the Omen III Inn one of those inns that you have unlocked the door to one room?
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Sat May 14, 2011 1:54 pm

Beta ver 0.9
I have frequently received feedback from players who are unhappy with that companions cannot sleep in the Cyrodiil Inns.

I was thinking about this all the last weeks even if I use another companion mod (CSR) implemented with "Sleep on Command for CSR".
I also thought that was a temporary "Set Ownership" problem.
Thanks for working to fix this.
User avatar
sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Sat May 14, 2011 11:22 pm

Did the overlap between the new bed with the luggage in Brina Cross fixed?

Still, I would prefer a double bed .. *hint hint* but this will do for now :D

Edit :
Sorry, not Brina Cross .. the other one, right before Skingrad.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Sat May 14, 2011 4:06 pm

Awesome idea! :tops:


Thank you, Princess! :)


Just in time for me and thanks Emma. :celebration:


I'm curious is the Omen III Inn one of those inns that you have unlocked the door to one room?


Thank you, Leonardo! :)
No, as you can see in the list of inns at the first post, the Inn of Ill Omen isn't on the list of inns that I have made companionfriendly.
As I know that there are still situations when companions shouldn't be brought to this particular inn, I thought it would be better to leave it out.


I was thinking about this all the last weeks even if I use another companion mod (CSR) implemented with "Sleep on Command for CSR".
I also thought that was a temporary "Set Ownership" problem.
Thanks for working to fix this.


Thank you Ayleid_people :)

You know, as you are using other companions than I, it would be great if you would be so kind and post again with some feedback, i.e. how well this works with the CSR companion system. As the inns only provide one extra bed for companions (not a chance to add multiple beds :P), I have mostly tested with Vilja.
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Sat May 14, 2011 9:39 am

Ooh great idea! Thank you :)
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Sun May 15, 2011 12:43 am

Thank you, Leonardo! :)
No, as you can see in the list of inns at the first post, the Inn of Ill Omen isn't on the list of inns that I have made companionfriendly.
As I know that there are still situations when companions shouldn't be brought to this particular inn, I thought it would be better to leave it out.

I've been invited to vist that inn, I figured Vilja could wait outside the door, but If she had a Bed to Sleep in.... :hubbahubba:
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Sat May 14, 2011 10:20 pm

I've been invited to vist that inn, I figured Vilja could wait outside the door, but If she had a Bed to Sleep in.... :hubbahubba:



I *think* Vilja can handle to meet the Brotherhood without getting involved in any fighting, but I am not positive, and besides, the mod should work for any companion around. So, I thought it would be better to just leave this one out :)
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Sat May 14, 2011 11:25 pm

Did the overlap between the new bed with the luggage in Brina Cross fixed?

Still, I would prefer a double bed .. *hint hint* but this will do for now :D

Edit :
Sorry, not Brina Cross .. the other one, right before Skingrad.


I'm not sure what that overlap was about. It's not a problem with only Oblivion - I guess it is a mod?

And... there are no space for a double-bed anywhere. :D
User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Sat May 14, 2011 5:25 pm

@Emma: I've a huge lag with the http://lovkullen.net/Emma/Inns.htm link of your web site and I'm not sure if you're aware of that. :user:
User avatar
Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Sun May 15, 2011 12:48 am

Well, as the server where my web-site is hosted is down for its first-monday-every-month-maintanance, I bet you have more than a huge lag... ;)

It should be back up in a few hours - it's the same every first monday every month :).

The mod is available at Nexus as well: http://www.tesnexus.com/downloads/file.php?id=33475
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Sat May 14, 2011 7:10 pm

... I bet you have more than a huge lag... ;)

I sure do. That bet was solid. :P
It should be back up in a few hours - it's the same every first monday every month :).

The mod is available at Nexus as well: http://www.tesnexus.com/downloads/file.php?id=33475

Good to know and thanks. :bowdown:
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Sun May 15, 2011 12:11 am

I *think* Vilja can handle to meet the Brotherhood without getting involved in any fighting, but I am not positive, and besides, the mod should work for any companion around. So, I thought it would be better to just leave this one out :)


O_o Just realised I have not tried Vilja with the brotherhood recently, Vilja v1 did not get along famously with them, first foot through the door of their abode in Cheydinhall and she was off on a rampage. Tried it a few times, thought on one occasion she would be nice but she must have been day-dreaming, then her righteous smiting began again.
That was back when Vilja had a habit of cuddling up to a nice warm torch in bed.

Since then I have either tended to Hoarfrost castle first or bought Aleswell Cottage before joining the brotherhood so Vilja has had somewhere to stay while I was ... ahem.. off on a business trip.

Anyway OT, thank you Emma for another fine idea, going to throw this into the mix with my testing ;)
User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Sun May 15, 2011 12:15 am

I forgot to comment on your new release! As soon as I can DL the new version, I will upgrade from the beta. Can I just replace the esp or should I clean my save to upgrade from the test version?

Ah - your server is down temporarily... that explains it :)

I wanted to add that with the test version, I stayed at Wawnet Inn with Vilja and Neeshka and they went to sleep in the 'extra' beds just fine! I felt like we were renting out the whole Inn for a private party. In a sense, I guess we are a 'party' - the adventuring kind! ;)
This got me thinking, I wonder if it would be possible to edit the dialogue and scripts to make it possible to ask how many rooms you need to rent (for companions and such) obviously the dialogue would be different for different Inns (only 1 - 3 rooms for Wawnet).

Not asking you to do this, just thinking aloud, more or less! I guess the player can always RP that their companions are renting their own rooms, too.

I should add, however, that when I woke up, Neeshka was gone! She had gone all the way back to Bloated Float sometime during the night! She must have found fleas in her bed or something! ^_^
(seriously, It might have had something to do with her dialogue options - I told her "This bed looks Comfy?" and to "Relax here"; maybe she's set to return to BF after a given time period) :shrug:

Oh, btw, will this be compatible with the AFK_Weye mod? I don't currently have it, but I have considered getting it...
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Sat May 14, 2011 8:43 pm

I forgot to comment on your new release! As soon as I can DL the new version, I will upgrade from the beta. Can I just replace the esp or should I clean my save to upgrade from the test version?

Ah - your server is down temporarily... that explains it :)

I wanted to add that with the test version, I stayed at Wawnet Inn with Vilja and Neeshka and they went to sleep in the 'extra' beds just fine! I felt like we were renting out the whole Inn for a private party. In a sense, I guess we are a 'party' - the adventuring kind! ;)
This got me thinking, I wonder if it would be possible to edit the dialogue and scripts to make it possible to ask how many rooms you need to rent (for companions and such) obviously the dialogue would be different for different Inns (only 1 - 3 rooms for Wawnet).

Not asking you to do this, just thinking aloud, more or less! I guess the player can always RP that their companions are renting their own rooms, too.

I should add, however, that when I woke up, Neeshka was gone! She had gone all the way back to Bloated Float sometime during the night! She must have found fleas in her bed or something! ^_^
(seriously, It might have had something to do with her dialogue options - I told her "This bed looks Comfy?" and to "Relax here"; maybe she's set to return to BF after a given time period) :shrug:

Oh, btw, will this be compatible with the AFK_Weye mod? I don't currently have it, but I have considered getting it...


I think there's only one problem corrected in the released version - a bed in Bravil where the script was dysfunctional. Else, it's the same, as no other real problems have been reported. I however just realized that I had added the old read-me to the zip-file, so I will update that with information about the 72 hours fix (and unfortunately you aren't mentioned as tester in the version of the readme that I added by mistake :blush:)

I haven't touched any dialog or anything - I have wanted to avoid conflicts, so no touching dialogs and no touching existing scripts. I think that rather than adding new chanses of conflict, I avoid adding extra dialog for renting of multiple beds.

I have no idea if the mod is compatible with AFK-Weye - my mod replaces two doors in the inn, if that mod alters the inn, then my changes are probably gone. But, all other inns will still work properly. :)
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Sat May 14, 2011 10:40 pm

Oh, btw, will this be compatible with the AFK_Weye mod? I don't currently have it, but I have considered getting it...


Since you asked, I had a look in the CS, and I'm pretty sure there won't be any problems between the two mods.

A couple caveats, though:

- There's a slight incompatability with AFK_Weye 2.0 in which I set the ownership on one of the edited doors accidentally back in 2006 or so. Congratulations, you've unwittingly helped me solve another ancient bug. The good news is that AFK_Weye 2.1 won't have this problem, and AFK_Weye 2.1 should be out...very very soon now. Today or within the next day or so.

- I don't remember seeing any pathgrid edits made by this mod to the Wawnet Inn, but if there are, AFK_Weye needs to load after it to avoid bad bad unhappy AI issues. Emma will know better than I on this. If there aren't any pathgrid issues, load order shouldn't matter.

Hope that helps.
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Sat May 14, 2011 9:06 pm

Since you asked, I had a look in the CS, and I'm pretty sure there won't be any problems between the two mods.

A couple caveats, though:

- There's a slight incompatability with AFK_Weye 2.0 in which I set the ownership on one of the edited doors accidentally back in 2006 or so. Congratulations, you've unwittingly helped me solve another ancient bug. The good news is that AFK_Weye 2.1 won't have this problem, and AFK_Weye 2.1 should be out...very very soon now. Today or within the next day or so.

- I don't remember seeing any pathgrid edits made by this mod to the Wawnet Inn, but if there are, AFK_Weye needs to load after it to avoid bad bad unhappy AI issues. Emma will know better than I on this. If there aren't any pathgrid issues, load order shouldn't matter.

Hope that helps.



Thank you! :)

I have good news... no pathgrid have been touched at all. So, we seem to have two completely compatible mods here :).
User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Sat May 14, 2011 6:12 pm

O_o Just realised I have not tried Vilja with the brotherhood recently, Vilja v1 did not get along famously with them, first foot through the door of their abode in Cheydinhall and she was off on a rampage. Tried it a few times, thought on one occasion she would be nice but she must have been day-dreaming, then her righteous smiting began again.
That was back when Vilja had a habit of cuddling up to a nice warm torch in bed.

Since then I have either tended to Hoarfrost castle first or bought Aleswell Cottage before joining the brotherhood so Vilja has had somewhere to stay while I was ... ahem.. off on a business trip.

Anyway OT, thank you Emma for another fine idea, going to throw this into the mix with my testing ;)


I must admit I haven't tested this myself, but I know that CDCooley has done so, and that Vilja and the Brotherhood got along fairly well. I would suggest you tell her to stay out of fight before you bring her with you there, though.

Glad you like the idea of this mod :)
User avatar
Alkira rose Nankivell
 
Posts: 3417
Joined: Tue Feb 27, 2007 10:56 pm

Post » Sun May 15, 2011 3:29 am

As I haven't heard anything - is it fair to suspect that this mod is working properly, in spite of that it's a beta? :)
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Sat May 14, 2011 4:35 pm

As I haven't heard anything - is it fair to suspect that this mod is working properly, in spite of that it's a beta? :)


I think it is fair to assume the mod works properly. I must confess I waited to see if anything major would be wrong but now I am going to download it. I have to sleep in the IC and Vilja also wants to take a nap after slaughtering two nasty persons in a mausoleum. I forgot that even if you use a newly acquired key from a now very dead owner still doesn't permit you to sleep in his now useless bed :( "Your trespassing and cannot use the bed" or something like that. As if the previous owner would mind :)
User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Sun May 15, 2011 12:59 am

I think it is fair to assume the mod works properly. I must confess I waited to see if anything major would be wrong but now I am going to download it. I have to sleep in the IC and Vilja also wants to take a nap after slaughtering two nasty persons in a mausoleum. I forgot that even if you use a newly acquired key from a now very dead owner still doesn't permit you to sleep in his now useless bed :( "Your trespassing and cannot use the bed" or something like that. As if the previous owner would mind :)



Hmm... yes, it's strange, isn't it, that people you just slaughtered didn't bother to give you permission to sleep in their beds before they died ;). As if they would mind... :rolleyes: (I think you should be allowed to sleep there but that their ghosts should show up and scare you to death... but that would be hard to script :D)

Good to hear that there are so far no problems with this beta-release. I don't think anyone has to be concerned about using the beta - should it turn out that a bed has to be moved a little, well, then I just update the esp, and there shouldn't be any problems with just using the new esp instead.
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Sat May 14, 2011 12:19 pm

Hmm... yes, it's strange, isn't it, that people you just slaughtered didn't bother to give you permission to sleep in their beds before they died ;). As if they would mind... :rolleyes: (I think you should be allowed to sleep there but that their ghosts should show up and scare you to death... but that would be hard to script :D)

Good to hear that there are so far no problems with this beta-release. I don't think anyone has to be concerned about using the beta - should it turn out that a bed has to be moved a little, well, then I just update the esp, and there shouldn't be any problems with just using the new esp instead.


You might be interested in this mod: http://www.gamesas.com/index.php?/topic/1052612-rel-claim-that-interior-obse-0017
User avatar
R.I.P
 
Posts: 3370
Joined: Sat Dec 01, 2007 8:11 pm

Post » Sat May 14, 2011 6:44 pm

I wonder if this mod is compatible with the http://www.tesnexus.com/downloads/file.php?id=7819. :)

Thank you again Emma for this mod. :D
User avatar
Justin
 
Posts: 3409
Joined: Sun Sep 23, 2007 12:32 am

Post » Sun May 15, 2011 2:35 am

Hi all,

I must report more of an annoyance than a bug but when renting a room the bed may already be occupied before we get there.
I think the occupiers are mod added NPC:s. In my case from TIE. I had a prisoner use the extra bed once, others at other occasions.

Regards, Haldir
User avatar
CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Next

Return to IV - Oblivion