[RELZ]Guars 1.0

Post » Mon Mar 14, 2011 9:04 pm

exactly... I'm open to better translations :lol:. You need to speak with both the (soon-to-be mounted) guar and the companion (soon to be mounting the guar) not for courtesy, but to be able to attach the scripts to the proper target.


You could try using:
Guar mount
Guar dismount

That way, they'd be right in the same place, easily accessible and pretty clear in terms of their functions. :lol:

Concerning the perma-levitation/slowfall effect....I thought I had fixed it by removing Stealth Enhancement and MWE but the issue returned. Now, though, it happens very infrequently. It took me quite a few mounts and dismount in a field of flying netches to get it to happen, :) whereas before it happened any time I was near another creature. This may just be luck that it has gotten slightly better...Will report back to sob shamelessly while I quest for an answer to this.
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LuCY sCoTT
 
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Post » Mon Mar 14, 2011 1:47 pm

Hey Abot!

Is it just me, or does the guar taming not seem to work? Can you tell me exactly what I need to do? I've read the relevant dialogue and the readme and so forth, and I've familiarized myself with Kirel's Guar Tamers (whose methods appear not to not used in your mod), and I'm stumped.

Outstanding work, by the way. I'm currently doing my writeup for its entry in my pet mods guide, so I'm trying to explore every bit of functionality it offers.

Cheers,
Gluby


Edit: One little clarification.
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Laura Mclean
 
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Post » Mon Mar 14, 2011 7:45 pm

Gluby,
I haven't done this myself yet, but how are you "knocking them out"? Are you killing them or using hand-to-hand? I was killing them at first (lol) but then realized that "knocking them out" was probably a literal statement, lol. So, I got my hand-to-hand up to 80-90, got all excited that I was going to tame myself a lovely guar...knocked the wild guar out and.....didn't have the skill to cast the tame guar spell....:(
LOL
So, I haven't done it myself, but if you're like me thinking that "knocking the guar out" wasn't literal and was just a nice way of saying kill it, you might trying doing it with hand to hand while carrying the burden and (obviously) having the conjuration skills to pull off the spell. ;) Of course, since I haven't tried it, I may be wrong about this.

Now, to Abot...
I've been waiting for this thread to pick back up so I didn't have to double post. After playing the mod for many hours, added up over the course of a week or so, I can say that my issue is practically fixed. I've only had the mount trouble happen 2-3 times in total, whereas it used to happen 1 in 5 times, dependent on how near to other creatures I was.
This is probably pretty normal that it happens every once in awhile? Anyway, it is completely bearable now that I have the startscript dismount command which works perfectly.
I mentioned this before, but it started working fine once I removed my MWE dependency with the Stealth Overhaul by JOG.

I'm loving this mod...but poor Lulu (in honor of Grumpy) has been Blighted. Finding a targeted blight curing scroll has been a larger quest than the main one I think, haha. I can't find one anywhere. I feel so sad every time I hear that dejected "snort" and I've searched everywhere under the sun. I peaked in the construction set to see if I could find what sort of leveled list those scrolls were in and did find that there were 5 or 6 scattered throughout the game world in addition to being in some levelled lists. I refuse to use "additem" so I've been on a mission and may end up disposing of the bearer of one of these scrolls in Gnisis. Who knew that this would be such a hefty endeavor? :)

Thanks for this awesome mod.
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jessica breen
 
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Post » Tue Mar 15, 2011 1:57 am

Gluby,
I haven't done this myself yet, but how are you "knocking them out"? Are you killing them or using hand-to-hand? I was killing them at first (lol) but then realized that "knocking them out" was probably a literal statement, lol. So, I got my hand-to-hand up to 80-90, got all excited that I was going to tame myself a lovely guar...knocked the wild guar out and.....didn't have the skill to cast the tame guar spell....:(
LOL
So, I haven't done it myself, but if you're like me thinking that "knocking the guar out" wasn't literal and was just a nice way of saying kill it, you might trying doing it with hand to hand while carrying the burden and (obviously) having the conjuration skills to pull off the spell. ;) Of course, since I haven't tried it, I may be wrong about this.
[ * * * * ]


I tried both. Looking at the script for the ab01guGuarPackMount guars added by the mod, it appears you need to do both -- health needs to be knocked down to .1 health ratio, and you need to knockout the creature, at which time it reports, "You have successfully tamed it!" and changes it to companion status. Also, there is the dialog option when activating an ab01guGuarPackMount guar that allows you to merely place a guar burden on the un-owned pack guar, making it your companion without the tough love treatment.

So that bit of functionality appears to be added only for the guars affected by the script, and only the ab01guGuarPackMount guars appear to have that script attached. Wild guars and normal domestic guars appear to be unmodified by the mod.

Abot, can you verify whether wild guars (guar_feral) can be tamed under Guars v1.03, and, if so, can they be converted into pack guars? Thanks in advance!
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A Dardzz
 
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Post » Tue Mar 15, 2011 3:42 am

snip


Companions can get blight? never knew that

I hope abot will come along and clarify how this guar taming works, i have no idea
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stacy hamilton
 
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Post » Tue Mar 15, 2011 4:37 am

Falc, now that you know, it would be wise to plan ahead to spare yourself the grunt of sadness your guar will make until he/she is cured. :nope:

I tried both. Looking at the script for the ab01guGuarPackMount guars added by the mod, it appears you need to do both -- health needs to be knocked down to .1 health ratio, and you need to knockout the creature, at which time it reports, "You have successfully tamed it!" and changes it to companion status. Also, there is the dialog option when activating an ab01guGuarPackMount guar that allows you to merely place a guar burden on the un-owned pack guar, making it your companion without the tough love treatment.
SNIP


From the sound of that, it looks like guar taming may be quite an exact science....Perhaps I will concentrate on making the 5000 to buy another pre-tamed guar. Suddenly it sounds like a fantastic deal. :lol:
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Matt Bigelow
 
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Post » Tue Mar 15, 2011 12:03 am

What is the best way to upgrade from v1 to v1.03 if you already have a guar and have killed a guar handler?

And i seem to have a quest opened up in my journal about this mod, erh, what do i do to complete this quest?
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Celestine Stardust
 
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Post » Mon Mar 14, 2011 5:37 pm

hello everybody!


wild guars/taming:

You can buy/tame only guars added by the mod. A way to make the mod as clean (and easy to manage/remove) as possible.
Also, unlike NPCs, the way creatures dialog works, you have to duplicate/filter all dialog lines for each different creature, so I have chosen to have only one creature id/mesh, scripts and dialogue are complicated enough :-).
You can buy the guar saddles from many ashlander tamers, and there is also a couple of orphan pack guars in the wilderness waiting for the player to tame them, consider finding them part of the quest, or read the spoiler:
Spoiler
cells Grazeland 10, 9 X=84815 Y=80320 and Ashlands -5, 17 X=-40480, Y=141440

To tame a guar, you need to knock it out using fatigue draining spells or bare hands (hard), its health does not have to go beyond 10%.
When it is knocked out, cast a command creature spell.
If you see "You have successfully tamed it!" message, the guar should be tamed and ready to serve.


blighted guar: if your guar is intelligent enough to teleport with you, it may be intelligent enough to sniff curative ingredients in your possession...
spoiler:
Spoiler
try and find some ash salts
.


spelling/language corrections: if you want help me improving the mod language, you can use Wrye's Mash export dialogue function, make your corrections and send me the file.
For the few messages generated directly by script, you should PM me your before/after corrections version.

Smart Guars quest:
the quest is completed when you find the way to make your guar more intelligent.


upgrading from 1.0:
safest way would be
- unload the guar from any valuable item, go to a safe interior cell, save game
- remove the old mod ((and regenerate your merged dialogs if you are using it)
- load the save, give yourself enough money to re-buy guar, spells, herbs and so on (I.E. console: player->additem gold_001 10000), save again
- add the updated mod (and regenerate your merged dialogs if you are using it)

cheers to all guar lovers, give your guar some valentine herbs!

[edit]for clarity
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Life long Observer
 
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Post » Mon Mar 14, 2011 9:18 pm

Hey abot,
I sent over some dialogue corrections to your pm.

I finally figured out how my guar could cure herself/himself with herbs! I had already spent thousands of dollars stocking up on "Cure Bloat on Target" scrolls, lol. :)
It's okay, though....it's always good to have a backup plan.

I noticed in the dialogue that when you refer to the specific pack guar you're talking to, you have the %NAME function. Does this mean that you can change the name of the guar with a console command? I can't seem to find out how to do it, and I wasn't sure if it was safe to do, either.

Companions questions:
Have you tested these with any specific companions?
I've been using MCA companions (they're the only ones I have in game, atm) and I can never travel very far without my game crashing when one of the companions is riding. It's also very tricky to get the companions to actually mount when they're supposed to.
Are there any tricks on how to get that part of the mod to work more smoothly? Or perhaps it is just the MCA companions that are problematic. I'm going to try out "Constance" over the weekend so maybe that will work out better.
But, it'd be cool if someone who has gotten the companion riding to work well could offer up any tips on the whole system. I can get it to work, but it usually takes telling my companion to mount a few times, then after a few tries, the companion will mount when I mount. The crashes happen more often when I have a companion riding a different guar than the one I'm riding. It seems to work better if "we're" both riding the same guar.

Thanks for any help!
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Jessica Raven
 
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Post » Mon Mar 14, 2011 10:06 pm

But, it'd be cool if someone who has gotten the companion riding to work well could offer up any tips on the whole system. I can get it to work, but it usually takes telling my companion to mount a few times, then after a few tries, the companion will mount when I mount. The crashes happen more often when I have a companion riding a different guar than the one I'm riding. It seems to work better if "we're" both riding the same guar.


Do the crashes happen when your companion is a certain distance behind you? In other words, are you "running" the guar when the game crashes? If so, it could be the teleportation script on your companion is trying to run, but since it's mounted, it's causing the game to crash.
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Sammi Jones
 
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Post » Mon Mar 14, 2011 3:19 pm

Do the crashes happen when your companion is a certain distance behind you? In other words, are you "running" the guar when the game crashes? If so, it could be the teleportation script on your companion is trying to run, but since it's mounted, it's causing the game to crash.


Ya know, I bet that's exactly what's happening....I wondered how that was handled since they both have an auto-teleport script when they're following you....So, the real question is, is there any way to work around this? I'm thinking that it's probably safer just to have my companion ride on the back of the guar I'm riding....I can't imagine how one could work around this without editing MCA specifically for use with this mod.
Has anyone been successful with any of the other companion mods?

Thanks for your response, Jac!
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Francesca
 
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Post » Mon Mar 14, 2011 9:15 pm

Ya know, I bet that's exactly what's happening....I wondered how that was handled since they both have an auto-teleport script when they're following you....So, the real question is, is there anything we can do about this? I'm thinking that it's probably safer just to have my companion ride on the back of the guar I'm riding....I can't imagine how one could work around this without editing MCA specifically for use with this mod.
Has anyone been successful with any of the other companion mods?

Thanks for your response, Jac!


The only option I see for having two guars (providing it's the teleportation that's causing the crashing) is to remove that bit of scripting from the companions. The rest of it should be fine, though.
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Hope Greenhaw
 
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Post » Mon Mar 14, 2011 6:34 pm

spelling/language corrections: if you want help me improving the mod language, you can use Wrye's Mash export dialogue function, make your corrections and send me the file.
For the few messages generated directly by script, you should PM me your before/after corrections version.


I'd be happy to if you'd like. I'll have some edits for you soon. :read: (Though it may take me a few days -- very busy right now.) Please also let me know if I describe your mod accurately or inaccurately on my pet mods list -- yours is quite complex, and not nearly so easy for someone like me to dissect. :hehe:
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Alada Vaginah
 
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Post » Tue Mar 15, 2011 3:34 am

I'd be happy to if you'd like. I'll have some edits for you soon. :read: (Though it may take me a few days -- very busy right now.) Please also let me know if I describe your mod accurately or inaccurately on my pet mods list -- yours is quite complex, and not nearly so easy for someone like me to dissect. :hehe:


Already sent one to him, as stated above, heehee. (To save you the work...):))
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Peter lopez
 
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Post » Tue Mar 15, 2011 2:53 am

I sent over some dialogue corrections to your pm.
Thanks, they will be included in next update :thumbsup:
I noticed in the dialogue that when you refer to the specific pack guar you're talking to, you have the %NAME function. Does this mean that you can change the name of the guar with a console command?
Sadly not, changing name from console is an Oblivion feature. You could simulate this writing a messagebox with a selected name when looking at the guar (see http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=185 for an example), but it is a complicated/script intensive way and I fear could interfere with the guar activation when riding.
Companions questions: Have you tested these with any specific companions?
I have tested mainly with a clean companion=1 test NPC and with Constance. The companion riding is tricky because you have to sync targeted scripts both on guar and companion, I hope to have found a tweak for better compatibility.
Here is what should be the safest companion mounting procedure:
1. (safety reset step, optional but suggested if this is not the first time) ask the guar to "carry me only"
2. (safety reset step, optional but suggested if this is not the first time) ask the companion NPC to "guar dismount"
3. ask the guar to "carry a friend"
4. ask the companion NPC to "guar mount"
Note that to avoid the "instant mount warping" effect the companion will wait to mount the guar until you are looking somewhere else

I'd be happy to if you'd like. I'll have some edits for you soon. :read: (Though it may take me a few days -- very busy right now.)
Thanks, maybe you would want to integrate your edits with LadyDeadlock's fixes? For what I can understand, they are very good
Please also let me know if I describe your mod accurately or inaccurately on my pet mods list -- yours is quite complex, and not nearly so easy for someone like me to dissect. :hehe:
Considering the scripts are a liitle complex and not much readable/commented, I think you have done a very good work
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Nikki Morse
 
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Post » Mon Mar 14, 2011 8:12 pm

Lovely, thanks for the tips, abot.
It helped me to get the companion riding working a little more smoothly.
So far Constance has worked much better than the MCA companions, and she's actually really fun. I had never tried her up until now.
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Harry Leon
 
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Post » Mon Mar 14, 2011 7:21 pm

Lovely, thanks for the tips, abot.
It helped me to get the companion riding working a little more smoothly.
So far Constance has worked much better than the MCA companions, and she's actually really fun. I had never tried her up until now.


I wonder what it was about the MCA companions that was causing this?
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Milagros Osorio
 
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Post » Tue Mar 15, 2011 4:20 am

I wonder what it was about the MCA companions that was causing this?


Same here....I'd like to know simply for curiosities sake.
I think you were on the right track, though...It certainly seems feasible but I just wonder what the difference is between Constance's script and MCA companions. I tested Constance riding all the way from Vivec to Gnisis and it didn't crash once. (It always crashed within a couple of minutes when an MCA companion was riding it's own guar.) The only thing that happened with Constance was that she sort of hopped off a few times and I had to go hunt down the guar who decided to run away toward some unknown destination. I've had that happen before and I always wonder why exactly it is going :rolleyes: . I have figured out that if I hit it (fists, not sword, lol) it snaps the guar out of it. LOL. I hate doing it, but I consider it a little nudge to remind the guar to behave, haha.

Anyway, aside from Constance hopping off a few times during the journey while the guar ran away (:)), things ran without any crashing and that's the most important part to me. The best way, though, is to have your companion ride on the guar with you. Once you adjust the position for riding, it works without any problems.
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Georgine Lee
 
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Post » Tue Mar 15, 2011 1:27 am

Fresh update! :twirl:

V 1.04
- spelling corrections
- companion riding compatibility tweak
- better standing guar animation when carrying a companion
- better guar/riding companion npc facing synchronization
- changed companion NPC topics "mount" and "dismount" to ("guar mount" and "guar dismount")
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Manuel rivera
 
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Post » Mon Mar 14, 2011 2:28 pm

thanks abot for the update!
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Jade Muggeridge
 
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Post » Tue Mar 15, 2011 12:01 am

Abot,
The strangest thing is happening with this new update and Constance. Three times in a row I tried to have her mount a guar (after telling the guar "carry a friend" and forcing a Dismount on Constance to start fresh like you mentioned) she disappeared when I turned around to see if she had mounted. I have no idea why but it isn't something that happened prior to the update. Was there anything that should have been done to prepare for this update? I don't have a merged dialogue file so that shouldn't have been a problem...I can't figure it out. Any ideas what has changed that could be causing such strange behavior?
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Benito Martinez
 
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Post » Tue Mar 15, 2011 12:25 am

Any ideas what has changed that could be causing such strange behavior?
I failed to find an immediate reason in the scripts, but the Constance readme recommends to put her in wander mode (no follow) before adding new mods to avoid errors with her recall script. If she was in follow mode when updating, it may be some update conflict :confused: .
Try rejoining her at the Madach Tradehouse in Gnisis (just ask somebody, she hopefully should be around) and ask her about Mounting position.
I doubt about this, but if you see mounting heights out of the [55, 100] range or displacement out of the [-30,30] range try the Reset mounting position options.
Hope this can help.
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Prohibited
 
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Post » Tue Mar 15, 2011 3:39 am

I failed to find an immediate reason in the scripts, but the Constance readme recommends to put her in wander mode (no follow) before adding new mods to avoid errors with her recall script. If she was in follow mode when updating, it may be some update conflict :confused: .
Try rejoining her at the Madach Tradehouse in Gnisis (just ask somebody, she hopefully should be around) and ask her about Mounting position.
I doubt about this, but if you see mounting heights out of the [55, 100] range or displacement out of the [-30,30] range try the Reset mounting position options.
Hope this can help.

Yep, resetting riding position fixed it! I wish I had done ~ "tcl" so I could have seen her deep underground. :biglaugh:
Thanks abot, this version is fantastic so far.
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Robert Jr
 
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Post » Mon Mar 14, 2011 8:42 pm

Sorry for the double-post but, it's been awhile since the last post and this is a different issue completely.

Has anyone tried this latest version with a new game? It's been working great in my other save but, today I was playing a newer game where I hadn't purchased a guar yet. When I did purchase one (a mountable guar burden), I only had options of a regular pack guar. There are no topics for "mount"-ing the guar. I wonder if anyone else has tried buying your first mountable burden successfully on a new game?
I'd be grateful for any advice!

Back again to add:
Reverting back to version 103 worked to get the mountable burden initiation to add the mount and dismount options back, so it's version specific thus far.
I'll be back to add the rest of my findings in a few.
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Scotties Hottie
 
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Post » Mon Mar 14, 2011 3:33 pm

If you added the mod to a saved game, you may need to use Wrye Mash to "clean" your save.
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FLYBOYLEAK
 
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