[RELZ] Julan, Ashlander Companion [No.14]

Post » Mon Sep 27, 2010 3:05 pm

Ohh, I remember now. If you marry Wulfren, you can travel with Julan again, but if you marry Arnand, you can't - not because Julan won't, but because Arnand forbids you from seeing Julan again. I was always slightly "wtf, talk about controlling!" about that! Anyway, that bugged "married Arnie" text line is actually not located in Julan's .esp, it's in the TLG .esp, so I'll have to look at that, hang on...


Hey Kateri... Thanks for clearing that up, but PLEASE don't expend any effort on it on my account! I've already rolled back to an earlier save and moved on... and Arnand? I think he's just jealous of Julan's sixxxy hair. :whistling:

~tsm
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Jessica Phoenix
 
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Post » Tue Sep 28, 2010 1:43 am

Hello,

Does anyone know why Julan's lying down http://i23.photobucket.com/albums/b385/Denunci/MGEScreenshot56.jpg He's been like that since I met him at Ghostgate (he fought the Clanfear like that) and he won't follow me around. I'm using the animation kit included with the MW Sound and Graphics overhaul, could that have to do with anything?
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Rebecca Clare Smith
 
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Post » Mon Sep 27, 2010 6:20 pm

Does anyone know why Julan's lying down http://i23.photobucket.com/albums/b385/Denunci/MGEScreenshot56.jpg He's been like that since I met him at Ghostgate (he fought the Clanfear like that) and he won't follow me around. I'm using the animation kit included with the MW Sound and Graphics overhaul, could that have to do with anything?

You're almost there. :) You have to use the Fix Animation Errors button in the animation kit to update the mod to use the correct animations.
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Natasha Callaghan
 
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Post » Mon Sep 27, 2010 1:17 pm

I have a random question to ask Julan...

"Do you want a Fishy Stick?"
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Liii BLATES
 
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Post » Mon Sep 27, 2010 10:30 pm

I have a few suggestions and perhaps one bug fix :) these may or may not be possible, do what you wish... and thank you for such a fun and great mod :)

After a fight with a mage and their summoned bonewalker, Julians strength was damaged to the point he was over encumbered, whilst not being able to move due to the follow scripting he would teleport to catch up to me. Funny this happened to me before when using a mod to 'enhance' followers, Corky the guar followed me all the way to pelagaid by teleporting... was very creepy lol.

Suggestions:
This is a personal preference, but maybe increase the cost of training julian, especially since it can jump 2 or 3 for minor and major skills... and i dunno if its possible for that money to be added to the npcs cash so i can maybe get it back in barter mode.

My main char is an archer and i put Jullian into archer mode as well, its fun pummeling enemies like that haha... at the beginning however before i got him a daedric bow, i had to get silver arrows so that he could attack those which are immune to normal weapons.. Being low level it was harder and more expensive to get, is there a way to have him switch b/w silver/normal depending on the enemy? maybe not heh :)

And lastly i just finished the Morag Tong quest-line and didn't get any commentary from Jullian about any missions or npcs etc. did i miss something? or perhaps u haven't added these, if not ti would be great if u could. :)

Thankyou again :)
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Trevi
 
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Post » Mon Sep 27, 2010 4:22 pm

Glad you like the mod! Thanks for the suggestions! :)

I have a few suggestions and perhaps one bug fix :) these may or may not be possible, do what you wish... and thank you for such a fun and great mod :)

After a fight with a mage and their summoned bonewalker, Julians strength was damaged to the point he was over encumbered, whilst not being able to move due to the follow scripting he would teleport to catch up to me. Funny this happened to me before when using a mod to 'enhance' followers, Corky the guar followed me all the way to pelagaid by teleporting... was very creepy lol.


Yeah, it's the warping... dunno if it's possible to detect encumbrance by script to prevent this... not that I'm aware of.

Suggestions:
This is a personal preference, but maybe increase the cost of training julian, especially since it can jump 2 or 3 for minor and major skills... and i dunno if its possible for that money to be added to the npcs cash so i can maybe get it back in barter mode.


Actually, the gold IS added to the trainer NPC's inventory. The barter-gold amount is hard-coded, I think, so it might not show up that way, though.

My main char is an archer and i put Jullian into archer mode as well, its fun pummeling enemies like that haha... at the beginning however before i got him a daedric bow, i had to get silver arrows so that he could attack those which are immune to normal weapons.. Being low level it was harder and more expensive to get, is there a way to have him switch b/w silver/normal depending on the enemy? maybe not heh :)


Yeah, don't think it's practical to script him changing arrows. You can tell him to switch to mêlée/spells though.

And lastly i just finished the Morag Tong quest-line and didn't get any commentary from Jullian about any missions or npcs etc. did i miss something? or perhaps u haven't added these, if not ti would be great if u could. :)


No, I didn't wrote commentary for the Morag Tong stuff. I guess I just have a hard time visualising Julan sticking around alongside a hardcoe assassin character. I'll think about it though - though I think there are other factions/quests I might try to focus on first.

Oh, and it's Julan, not Julian. ;)
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Janette Segura
 
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Post » Mon Sep 27, 2010 11:27 pm

Glad you like the mod! Thanks for the suggestions! :)

-snip-

Oh, and it's Julan, not Julian. ;)


Ohh no wonder he looks at me strangely when we speak :)

I did think of one other thing i forgot to ask, no issues with him not using spells or potions however is it possible for him to automatically use restoration to heal to 100%? i usually have to remind him after every couple of fights :P he gets forgetful like that :D

Thanks for the reply :)
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Charlotte X
 
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Post » Mon Sep 27, 2010 2:07 pm

No, I didn't wrote commentary for the Morag Tong stuff. I guess I just have a hard time visualising Julan sticking around alongside a hardcoe assassin character. I'll think about it though - though I think there are other factions/quests I might try to focus on first.

Oh, and it's Julan, not Julian. ;)

Ha, why not make him have an argument over the pc's decision to join them, in which he could potentially leave(++ persuasion required)
Srry I've played too much dargon age :tongue:
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Flesh Tunnel
 
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Post » Mon Sep 27, 2010 5:00 pm

I did think of one other thing i forgot to ask, no issues with him not using spells or potions however is it possible for him to automatically use restoration to heal to 100%? i usually have to remind him after every couple of fights :P he gets forgetful like that :D


He'll automatically try to heal himself if he's under 75%, or something like that. If he's above that, you have to nag him, as he's all "GAH, leave it alone, it's only a flesh wound, what are you, my mother??"

THAT reminds me: one thing I've done in v.2 is remove the potion saver code, as the Morrowind Code Patch now fixes this. Does anyone feel very strongly that this is a TERRIBLE MOVE?
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Maeva
 
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Post » Mon Sep 27, 2010 7:10 pm

I don't think it's a terrible move. However, there are a great deal of new moders that aren't using the code patch. I personally find it a requirement to play the game, but there would be a lot of people who won't even know what that is. Considering that your mod is so popular (extremely) you probably have literally thousands of people (or more) playing it who don't have the code patch installed. If I had to guess you would have at least 40% of the players that use your mod don't use, or even know what the code patch is (that's just a guess though).

Just my opinion, but perhaps leave it in case? Or create a "Patch" that adds that in there. So maybe, have your base game not include it. Then have an additional ESP which says "Required if you don't use the Morrowind Code Patch Fixes".

I don't know, just my opinions.

Edit: I also second Merunnin's request. I think that would be a cool addition to your mod, as well as flesh out the character even more than he already is. Again, just my opinion.

Thanks again for the great mod.
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Jake Easom
 
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Post » Mon Sep 27, 2010 3:47 pm

I don't think it's a terrible move. However, there are a great deal of new moders that aren't using the code patch. I personally find it a requirement to play the game, but there would be a lot of people who won't even know what that is. Considering that your mod is so popular (extremely) you probably have literally thousands of people (or more) playing it who don't have the code patch installed. If I had to guess you would have at least 40% of the players that use your mod don't use, or even know what the code patch is (that's just a guess though).

Just my opinion, but perhaps leave it in case? Or create a "Patch" that adds that in there. So maybe, have your base game not include it. Then have an additional ESP which says "Required if you don't use the Morrowind Code Patch Fixes".

I don't know, just my opinions.

Edit: I also second Merunnin's request. I think that would be a cool addition to your mod, as well as flesh out the character even more than he already is. Again, just my opinion.

Thanks again for the great mod.


The wishes of the Morag Tonggers are duly noted. ;)

I'm aware that some don't use the code patch yet, but the mod will still work fine without it, you'd just need to be aware that if you give him more than one health potion, he might drink em all. I want to use the space in his local script for other stuff! :)
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Brandon Bernardi
 
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Post » Tue Sep 28, 2010 3:10 am

I noticed he wasn't all too pleased with a few of the fighters guild assassination quests, but went along with it as they were removing 'bad' people... Perhaps he can refuse to tag along on morag tong writ assignments, if that is too hard then refusing to attack the target/s and a negative impact on disposition? :)
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chirsty aggas
 
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Post » Mon Sep 27, 2010 3:28 pm

One question. You said use the Local script space. Does this mean that the Local Script capacity for one character/object is limited?

Just asking for my own personal knowledge, I am about to start doing modding again, and was just curious.

So If I tried creating a companies at some point, I would be limited on how much scripting I could have attached to my companion.
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SiLa
 
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Post » Mon Sep 27, 2010 5:25 pm

One question. You said use the Local script space. Does this mean that the Local Script capacity for one character/object is limited?

Just asking for my own personal knowledge, I am about to start doing modding again, and was just curious.

So If I tried creating a companies at some point, I would be limited on how much scripting I could have attached to my companion.


Yeah, there is a limit, though I forget if it's a hard character limit, or a limit on the number of if-thens you can have. Would have to check MWSFD.
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Louise Dennis
 
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Post » Mon Sep 27, 2010 11:49 am

I have a thought but I don't know if it is possible. I have been using Julan for a long time (a wonderful companion, btw) and every time he says he is so hungry he could eat a rat, I keep wanting to give him some food. I also use NOM 3.0 and really wish I could give him some of the food I cooked with that mod.
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Tom
 
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Post » Mon Sep 27, 2010 6:58 pm

I have a thought but I don't know if it is possible. I have been using Julan for a long time (a wonderful companion, btw) and every time he says he is so hungry he could eat a rat, I keep wanting to give him some food. I also use NOM 3.0 and really wish I could give him some of the food I cooked with that mod.


He ought to have a topic whereby you can feed him; "so hungry" or something, maybe you've not triggered it yet, it's slightly random. You can only give him things he's scripted to recognise though, so no NOM stuffs, sorries!
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Yvonne
 
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Post » Mon Sep 27, 2010 5:33 pm

He ought to have a topic whereby you can feed him; "so hungry" or something, maybe you've not triggered it yet, it's slightly random. You can only give him things he's scripted to recognise though, so no NOM stuffs, sorries!


Only ever seems to appear for me though if I load him up with things and then parade through town with a giant crate of crab meat in my hands. Try doing that.
(Not literally on the crate part)

-DL :chaos:
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Isaiah Burdeau
 
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Post » Tue Sep 28, 2010 3:46 am

Oh. OK. I gave him a couple of loaves of bread - non NOM - but I guess that wasn't the right way. Is there something special I should do to trigger it?

Also, I've noticed something new. I added Jasmine as a second companion. He hasn't mentioned her specifically, but he keeps tripping over himself lately. I noticed it's because he can't keep his eyes off her - even to walk straight. :D
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Jeneene Hunte
 
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Post » Tue Sep 28, 2010 4:20 am

Yeah, there is a limit, though I forget if it's a hard character limit, or a limit on the number of if-thens you can have. Would have to check MWSFD.

It's both if I remember correctly. I think three nested if's is about as far as you can go. There isn't a character limit, but there is a line limit.

Also, I've noticed something new. I added Jasmine as a second companion. He hasn't mentioned her specifically, but he keeps tripping over himself lately. I noticed it's because he can't keep his eyes off her - even to walk straight. :D

:whistling:
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Sophie Morrell
 
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Post » Mon Sep 27, 2010 10:49 pm

Just got Ranis expelled from the Mages' Guild ... glad to see Julan approves. :)
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Sakura Haruno
 
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Post » Mon Sep 27, 2010 11:22 pm

Ha, why not make him have an argument over the pc's decision to join them, in which he could potentially leave(++ persuasion required)
Srry I've played too much dargon age :tongue:


Is there such a thing as playing too much Dragon Age? Perish the thought! (If I get some wind under my sails, maybe I'll share my semi-amusing tale of how DA:O and MW - and Julan, in particular - intersected in a bizarre conversation with my husband the other day.)


THAT reminds me: one thing I've done in v.2 is remove the potion saver code, as the Morrowind Code Patch now fixes this. Does anyone feel very strongly that this is a TERRIBLE MOVE?


Not terrible IMO.


Oh. OK. I gave him a couple of loaves of bread - non NOM - but I guess that wasn't the right way. Is there something special I should do to trigger it?




I try to keep some Julan-chow (bread, crab meat, kwama eggs) in my inventory all the time, and he periodically will ask for one or the other ("Are you going to eat all that crab meat?" or some such). He also has a persistent dialogue topic ("so hungry") that I use to raise his disposition when he gets pissy... every time I feed him, his disposition goes up, what, two points? Maybe try adding that topic to him via the console? Which reminds me... sometimes if I am carrying non-mazte "booze" in my inventory, Julan will remark on it, and ask for some (or he did before he went on the wagon), but there is no way to do so... Would it be possible to add a few of the "vanilla" beverages to his drinking repertoire?

~tsm

(edited for spelling, y'all)

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leigh stewart
 
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Post » Mon Sep 27, 2010 4:59 pm

So uh, I noticed something recently... were you aware that Julan's telepathy ring weighs an entire pound?
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El Goose
 
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Post » Mon Sep 27, 2010 3:20 pm

So uh, I noticed something recently... were you aware that Julan's telepathy ring weighs an entire pound?


Haha, oops. Fixed!
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Neko Jenny
 
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Post » Mon Sep 27, 2010 10:17 pm

Kateri:

Are you planning on adding more to the Julan story or to expand Shani as a companion? Or at this point are any updates just going to be to address bugs? If possible, it would be awesome to see Julan more involved in the Tribunal/Bloodmoon paths, or to see maybe a subplot involving the beginning of his "reign" as Ashkan of the Ahemussa, or to see that marriage dress that Mashti gives you to good use if one's character has a thing going with Shani...

This mod added so much to an already great game, and it would be great to see even more if possible
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Kellymarie Heppell
 
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Post » Mon Sep 27, 2010 4:27 pm

Kateri:

Are you planning on adding more to the Julan story or to expand Shani as a companion? Or at this point are any updates just going to be to address bugs? If possible, it would be awesome to see Julan more involved in the Tribunal/Bloodmoon paths, or to see maybe a subplot involving the beginning of his "reign" as Ashkan of the Ahemussa, or to see that marriage dress that Mashti gives you to good use if one's character has a thing going with Shani...

This mod added so much to an already great game, and it would be great to see even more if possible


Re Shani: I am at the tail end of a speed play-through w/ a male character, w/ both Julan and Shani as late-game companions. Since my play has been fairly rushed and sloppy, I have not had the luxury of babying either of them or acclimating my character to the peculiarities and limitations of their respective combat AIs; both of them are dying, a lot. Shani, as would be expected, gets REALLY upset when Julan bites the the dust, but when Shani joins her ancestors, Julan (surprisingly) has no reaction whatsoever. Not that I'd LEAVE Shani dead, mind you, but it was quite the amusing moment when she vanished into a lava pit for the first time and all Julan wanted to talk about was crab meat.

Oh, before I forget! The other instance where a Julan reaction would have been welcome was when I made it a point to take him to meet Barenziah, after noting what seemed to be an unhealthy interest on his part in... certain aspects of her story. 'Twas all good, in the end, though, since in my head, the Queen Mother ended up flirting a bit with Julan. Shani and my PC will NEVER let him live that down. Hah!

~tsm
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GLOW...
 
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