[RELZ] Julan, Ashlander Companion [No.13]

Post » Sat May 07, 2011 9:37 pm

[quote name='C.Carjades' date='23 March 2010 - 05:58 AM
If you are planning for an update this companion mod in the near future, please have a fix for this issue if it's possible. Maybe add an ability for Julan to summon creature as well, this will certainly boost the players fightning capability. If you need someone to test any further update just PM me about it.

Thank you Kateri.
[/quote]

It's an engine issue, until OpenMW is actually working this can't be fixed. Also, Julan can summon creatures if you raise his conjuration, however this is inadvisable as he will waste all his magika summoning a goldensaint when being attacked by a scrib.


I've been using this mod since v1.2 and it's by far the best companion mod, but it's starting to get a little boring to be honest, I've easily read all his dialog several times, are there any plans for a newer version?

If times a problem you could probably get a team working with you to get a lot of stuff done.
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NAtIVe GOddess
 
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Post » Sat May 07, 2011 12:42 pm

It's an engine issue, until OpenMW is actually working this can't be fixed. Also, Julan can summon creatures if you raise his conjuration, however this is inadvisable as he will waste all his magika summoning a goldensaint when being attacked by a scrib.


I've been using this mod since v1.2 and it's by far the best companion mod, but it's starting to get a little boring to be honest, I've easily read all his dialog several times, are there any plans for a newer version?

If times a problem you could probably get a team working with you to get a lot of stuff done.


Thank you for your reply, like you said I will have to wait until the release of OpenMW. Once again thanks. :)
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Timara White
 
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Post » Sat May 07, 2011 11:18 pm

Hey great mod Kateri, I've used it on several of my main characters who do the main quest, and it truly feels straight out of vanilla Morrowind, like this is how the main quest should have happened. But, is there any plans for a new version, with some new dialog for other factions like the great houses? And maybe dialog for the Tribunal and Bloodmoon main quests. I know I'm asking for a lot, but it would really make Julan feel brand new. :goodjob:
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Lauren Graves
 
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Post » Sat May 07, 2011 11:41 pm

It's great to hear that people are still playing with Julan and enjoying the mod. I'm not doing any modding at the moment, but I'm certainly not ruling out updating Julan sometime in the future.
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Kitana Lucas
 
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Post » Sun May 08, 2011 1:53 am

It's great to hear that people are still playing with Julan and enjoying the mod. I'm not doing any modding at the moment, but I'm certainly not ruling out updating Julan sometime in the future.


I loved the Julan mod. I've been playing Morrowind ever since it came out, and I've honestly never encountered another mod that is so immersive, and, frankly, on such an even level with the original Bethesda material. If someone played through Morrowind for their first time, and had that mod in it, I believe they would honestly not be able to tell where original Morrowind ended and Julan began.

That gushing aside, an update on Julan would be unfathomably awesome.
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Sammygirl500
 
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Post » Sat May 07, 2011 4:51 pm

I loved the Julan mod. I've been playing Morrowind ever since it came out, and I've honestly never encountered another mod that is so immersive, and, frankly, on such an even level with the original Bethesda material. If someone played through Morrowind for their first time, and had that mod in it, I believe they would honestly not be able to tell where original Morrowind ended and Julan began.

That gushing aside, an update on Julan would be unfathomably awesome.

Me too. Here is two players who really want an update in future. :nod:

Thank you again Kateri for this companion mod. :bowdown:
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Bethany Short
 
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Post » Sun May 08, 2011 1:14 am

Hi!

Can you tell me which mods are incompatible Julan?
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Liv Brown
 
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Post » Sat May 07, 2011 9:20 pm

There should be a list in the readme. I know one is Princess Stomper's Ghostgate.
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W E I R D
 
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Post » Sat May 07, 2011 5:09 pm

There should be a list in the readme. I know one is Princess Stomper's Ghostgate.

Is that because an early running script, when you begin this mod with a journal udate?
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keri seymour
 
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Post » Sat May 07, 2011 4:18 pm

There should be a list in the readme. I know one is Princess Stomper's Ghostgate.



I feel ashamed. I haven't read the readme first :blush:

Does anybody know how much does it conflict with Guarded Ghostgate and Greater House Dagoth?
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Chica Cheve
 
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Post » Sat May 07, 2011 2:08 pm

I asked specifically about Guarded Ghostgate in the previous thread and got this reply from Kateri.

If you added the GG mod a bit later in the game (AFTER the quest where he asks you to go back to Red Mountain with him) it should be fine. But if you add new mods to your game, make sure they load after Julan, redating them if necessary.

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Multi Multi
 
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Post » Sat May 07, 2011 2:17 pm

Is that because an early running script, when you begin this mod with a journal udate?

You'd have to ask Kateri because I don't know. If PS's mod increases the size of Ghostgate, then it would be an issue because Julan could be stuck inside a building. :bonk:
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Josh Dagreat
 
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Post » Sat May 07, 2011 12:03 pm

You'd have to ask Kateri because I don't know. If PS's mod increases the size of Ghostgate, then it would be an issue because Julan could be stuck inside a building. :bonk:

Thanks Jac, that makes sense.
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Latisha Fry
 
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Post » Sun May 08, 2011 3:44 am

It's really important to keep Julan in the same position in the load list, so if you remove a mod from above him in the list, you have to add/move another mod above him so he stays in the same position.


Err. Oops. Is there an easy way to fix this? I haven't noticed any problems as yet, but I have barely started the main quest (haven't even gotten the puzzle box). I did remove quite a few mods from above him on the list, and I can't get Wyre Mash working so I'm having trouble moving mods.
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kirsty williams
 
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Post » Sat May 07, 2011 11:22 pm

It should only effect him if he's already following you. If he hasn't, then you can swap mods around as much as you like.
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Killer McCracken
 
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Post » Sat May 07, 2011 7:13 pm

He's already following me, I just haven't really touched the main quest. All I've done is: trained him in the first 15 skills, talked to him in Balmora about armor, talked to Caius and found him drunk at the South Wall for the first time.

So... I have no idea if I've done damage or not. Is there any way to know? Or is removing a mod loaded before Julan pretty much guarenteed to cause problems?
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Spooky Angel
 
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Post » Sun May 08, 2011 3:16 am

Removing mods before a companion can cause them to "forget" who they are and that they're following you. If he's still acting like he should and his skills are okay, I wouldn't worry about it. If he lost the skill points you trained him in, then you might have to restart to get him to behave properly.
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Budgie
 
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Post » Sat May 07, 2011 5:49 pm

He's still following me, and his skills seem fine. Whew. To avoid this in the future, should I just move Julan way up in the load order?
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Joanne
 
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Post » Sat May 07, 2011 7:34 pm

I'd leave it where it is and only install mods after him. From what I've read, installing mods that load after a companion mod are fine; it's installing mods that load before a companion mod that can cause issues.
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Jessica Lloyd
 
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Post » Sat May 07, 2011 7:27 pm

Well, that's what I usually do--but there may be occasions where I remove mods that load before he does, esp. as I approach the 210 .esp limit.
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Rebecca Dosch
 
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Post » Sat May 07, 2011 12:46 pm

This has probably been asked before, but a quick search didn't yield any easy results.

Now, I know that the Temple doesn't proselytize. But at the same time, for the Patriarch's rentboy to not believe is troubling. I've tried giving him all the good texts, but he won't even read Vivec's Sermons, even though they are skill books.

Getting him drunk and hitting him with a charm spell works well for a lot of things, but not this.
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Heather Kush
 
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Post » Sat May 07, 2011 7:53 pm

Well, that's what I usually do--but there may be occasions where I remove mods that load before he does, esp. as I approach the 210 .esp limit.



The limit is 254 .esp and .esm files along with 1 .ess file(the one you are playing at that moment, you can actually have many .ess files but only one loaded). So basically, if you only have 10 .esm's you can have 244 .esp files, so unless you have 44 .esm files you should be safe for some time.
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Claudia Cook
 
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Post » Sat May 07, 2011 7:25 pm

Oh, good. I've been removing things here and there, and been more judicious about combining my own esps. But my total esm+esps stands at 214 now, so I have a cushion of 40. That's good to know.
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Kayla Keizer
 
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Post » Sat May 07, 2011 2:59 pm

I employ a lot of difficulty enhancing mods and at level 27 have the slider cranked to approx 90%.
Even so, with a little care my Redguard is still finding enemies relatively easy.
Julan does not, and dies in almost every combat situation, in spite of having trained him to 82 in light armour.
Trying to keep him out of harms way I've leveled his marksman to 77, restoration to 43, and destruction to 52, instructing him to use only ranged and magic.
Even keeping him supplied with numerous exclusive restore health and mana potions doesn't help.
Apart from the obvious solution of decreasing the game difficulty, any tips on keeping him alive?
I really don't want to discard him, but I can't keep using the "resurrect" command with the console.
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Paul Rice
 
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Post » Sat May 07, 2011 6:37 pm

I sitll use Jualn in every game, in my opinion he is now essential!
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Anna Krzyzanowska
 
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