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

Post » Mon Sep 27, 2010 6:04 pm

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


Ah yes. I'd noticed that as well but decided not to mention it because it makes sense to me. Mashti obviously has a listening bug planted in the ring that is also powered by the soul of a cliff racer, to help make my voice sound more annoying whenever I contact Julan.

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


Epic.

Having the same thought in mind, I allowed Julan to ahhh, stay inside Barenziah's room while I dealt with the assassins in the antechamber. For an additional layer of protection against the enemy, of course.

-DL :chaos:
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Stephy Beck
 
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Post » Mon Sep 27, 2010 10:33 pm

OK, I'm definitely stuck in the Cavern of the Incarnate part...

Spoiler
I've revealed Julan's mother past, and talked about her with the Anemusha explorer. I've also killed the two "spies" as requested by Julan's mother, but I'm at a dead end after that. Shani doesn't say anything new, neither Julan about her, and I don't know what else to do. Do I must train Julan even more, visit the cave where the chief was ambushed (I don't even know which one is) or what?


Anyway, good mod. The only "con" I see is that details about what to do are pretty vague in the MQ stoppers. In my case, for instance, I've definitely no clue about what to do next.
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Jenna Fields
 
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Post » Mon Sep 27, 2010 4:50 pm

OK, I'm definitely stuck in the Cavern of the Incarnate part...

Spoiler
I've revealed Julan's mother past, and talked about her with the Anemusha explorer. I've also killed the two "spies" as requested by Julan's mother, but I'm at a dead end after that. Shani doesn't say anything new, neither Julan about her, and I don't know what else to do. Do I must train Julan even more, visit the cave where the chief was ambushed (I don't even know which one is) or what?


Anyway, good mod. The only "con" I see is that details about what to do are pretty vague in the MQ stoppers. In my case, for instance, I've definitely no clue about what to do next.


If you've also
Spoiler
rescued Shan from the cave
you should be good to go. If you're having trouble getting into the cavern, bear in mind that even in the vanilla game, it only opens at dawn and dusk!

K.
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Mistress trades Melissa
 
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Post » Tue Sep 28, 2010 5:30 am

If you've also
Spoiler
rescued Shan from the cave
you should be good to go. If you're having trouble getting into the cavern, bear in mind that even in the vanilla game, it only opens at dawn and dusk!

K.


Nopes,
Spoiler
Shani is still in the Anemusha camp, and she has never left. Whatever the quest for rescuing her is, it hasn't been activated (or I haven't activated it).

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Brandi Norton
 
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Post » Tue Sep 28, 2010 6:56 am

Nopes,
Spoiler
Shani is still in the Anemusha camp, and she has never left. Whatever the quest for rescuing her is, it hasn't been activated (or I haven't activated it).



OK. In that case, I assume that your issue is that every time you try to talk to her, she and Julan just end up bickering endlessly.

There is a pretty obvious solution to this, really. ;)
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Sarah Kim
 
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Post » Mon Sep 27, 2010 4:24 pm

OK. In that case, I assume that your issue is that every time you try to talk to her, she and Julan just end up bickering endlessly.

There is a pretty obvious solution to this, really. ;)


Oh. In moments like that, it's when I happily realize that I'm stupid.

Thanks for the help :)

P.D: Is it me, or the beds of Julan/Julan's mother camp aren't NoM-compatible? (I don't get rested when I sleep in them). Also I suspect they've even triggered a bug where no food item is consumed in the right hour, yet I gain the "Well Fed" Restore Fatigue ability.
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chinadoll
 
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Post » Mon Sep 27, 2010 10:57 pm

So, an idea my boyfriend and I had - he's playing with Julan too and has had some slight trouble with Julan dying slightly easily. I've had similar issues on occasion and I have a suggestion to make Julan's defeat in combat not completely screw over the player: if he gets to low health, would it be possible for him to Almsivi Intervention away and meet the player at the Ald Skar? That way, it wouldn't have the unbalancing effects inherent in a companion with essentially infinite HP - the player still would have plenty of incentive to actually fight rather than send a companion to do anything - but not force the player to reload a save when a companion with imperfect AI (especially noticeable when the player casts a lot of ranged spells, and Julan charges in front of them) falls in battle.

Is this possible? I think it'd be a fantastic addition.
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Riky Carrasco
 
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Post » Tue Sep 28, 2010 5:13 am

So, an idea my boyfriend and I had - he's playing with Julan too and has had some slight trouble with Julan dying slightly easily. I've had similar issues on occasion and I have a suggestion to make Julan's defeat in combat not completely screw over the player: if he gets to low health, would it be possible for him to Almsivi Intervention away and meet the player at the Ald Skar? That way, it wouldn't have the unbalancing effects inherent in a companion with essentially infinite HP - the player still would have plenty of incentive to actually fight rather than send a companion to do anything - but not force the player to reload a save when a companion with imperfect AI (especially noticeable when the player casts a lot of ranged spells, and Julan charges in front of them) falls in battle.

Is this possible? I think it'd be a fantastic addition.


It's possible, sure. But it's my conscious choice not to have something like that. Partly because as you say, companions are a potentially unbalancing advantage, and I think part of the fun is to also have disadvantages, which is that you have to look out for them in the same way they look out for you. If you train him right and give him decent kit, he's a destructive tank, but I don't want to make him unkillable, it removes the sense of danger. This is a matter of personal opinion, sure, but it's my mod, and I don't want to get into the trap of making a million different variations/patches to suit all tastes. Sorry! You are welcome to patch it in yourself for your own use!

The other reason is one of character: Julan has a thing about Not Running From Fights (physical ones, anyway), even ones he can't win, and are pretty much idiotic suicide. So while it may be annoying when he gets himself pasted to the floor by a dremora, it's hardly out of character. He kicks up a fuss every time I suggest he might teleport out. Some sort of warrior pride thing - or sheer bloody-mindedness, more like. You know how he gets. I think with casting ranged spells, you just have to be careful - as you would in real life! That's why I didn't give Julan any! :P
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Talitha Kukk
 
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Post » Mon Sep 27, 2010 10:09 pm

So, an idea my boyfriend and I had - he's playing with Julan too and has had some slight trouble with Julan dying slightly easily. I've had similar issues on occasion and I have a suggestion to make Julan's defeat in combat not completely screw over the player: if he gets to low health, would it be possible for him to Almsivi Intervention away and meet the player at the Ald Skar? That way, it wouldn't have the unbalancing effects inherent in a companion with essentially infinite HP - the player still would have plenty of incentive to actually fight rather than send a companion to do anything - but not force the player to reload a save when a companion with imperfect AI (especially noticeable when the player casts a lot of ranged spells, and Julan charges in front of them) falls in battle.

Is this possible? I think it'd be a fantastic addition.


I've spent a LOT of game-time trying to suss an optimal approach to combat with Julan, and what I've found is this:

- If I give him the combat option to do whatever he wants, he will almost always use magic (I let him summon clannfears when we are killing mudcrabs, just because...). :clap:
- If I let him choose between melee and ranged weapons, he will almost always switch to a blade and play tank, no matter how little sense that makes.
- If I tell him to use his ranged weapons, he's a good boy and does what he's told, and will even make decisions on which of his bows to use and what is the proper ammo, depending on the enemy (i.e. he will always change from his crossbow to the Bonebiter Bow of Dead Ashlander Guy when we face werewolves, b/c I give him silver arrows but no silver bolts). My Julan and my main character are both best with ranged weapons, and he will ALWAYS stay just to one side and slightly behind her in combat, using a bow, IF he has a clear shot at the foe of the moment and IF he has appropriate ammo. As soon as either condition is no longer met, he charges the opponent (though he doesn't always switch to a blade, for some impenetrable Julan-esque reason).

Additionally,

- Telling him not to fight to keep him out of a battle generally results in him grumbling for a few moments, followed by him going melee, no matter what his prior combat instructions were. If I don't want his help in a fight or concentrating on keeping him alive will be a distraction (such as a truly brutal boss fight, like Gedna Relvel, for example), I always tell him to wait, rather than telling him not to fight. It's much easier to call him into a battle than it is to extricate him from one.




The other reason is one of character: Julan has a thing about Not Running From Fights (physical ones, anyway), even ones he can't win, and are pretty much idiotic suicide. So while it may be annoying when he gets himself pasted to the floor by a dremora, it's hardly out of character. He kicks up a fuss every time I suggest he might teleport out. Some sort of warrior pride thing - or sheer bloody-mindedness, more like. You know how he gets. I think with casting ranged spells, you just have to be careful - as you would in real life! That's why I didn't give Julan any! :P


My character "fell in love" with Julan the day she/we watched him, half dead, half nekkid, and with all his equipment broken, beating a Golden Saint to death with his tiny fists... my favorite spontaneous Julan moment ever, in fact. :wub:

And aside from how out of character it would be for Julan to cut and run, having to retrieve him from the Ald Skar every time he bleeds a little is also problematic for roleplay purposes. Some of use use teleportation/intervention as sparingly as possible, after all, and it's a REALLY long walk from Dagon Fel to Ald'ruhn, for example.

~tsm
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Dewayne Quattlebaum
 
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Post » Tue Sep 28, 2010 6:25 am

And aside from how out of character it would be for Julan to cut and run, having to retrieve him from the Ald Skar every time he bleeds a little is also problematic for roleplay purposes.

"Bleeds a little" seems like a huge exaggeration. I meant if he's at like less than 5% health or something.
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Kat Stewart
 
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Post » Tue Sep 28, 2010 12:20 am

Maybe it's just my equipping him well and chopping everything in our path to pieces before a true fight can begin but, I rarely have problems with Julan in combat.

-DL :chaos:
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James Shaw
 
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Post » Mon Sep 27, 2010 3:53 pm

"Bleeds a little" seems like a huge exaggeration. I meant if he's at like less than 5% health or something.



Forgive me; I was being facetious.

I rarely encounter a situation when Julan's health is that low and anyone is still alive to talk about it, but then I also baby him, a lot. It's a roleplay pecularity of mine, I guess, since I do the same thing with DA:O Hot Tank, and he can't even die; if a companion is my character's raison d'etre, then she takes good care of them, often at her own expense. So I monitor Julan's condition via a companion health mod, always make certain he has plenty of good potions and my PC constantly casts an area effect restore health spell when in battle, which means Julan is usually healthier than she is. My point, (if there was one) was that Julan (or any companion) taking it upon himself to teleport away could, under certain circumstances, be more bothersome than having to throw out the odd heal in the heat of battle. But I do understand how someone with a different playing style would find such a feature to be useful, and in no way meant to belittle your suggestion. Mea culpa, mea culpa.

And now, I'll shut up and go away before I make things worse.

~tsm :bolt:
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Nany Smith
 
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Post » Tue Sep 28, 2010 1:21 am

So I monitor Julan's condition via a companion health mod


Yeah, it'd probably be a lot easier for me to take care of him like that too if I could get those mods to work.

As for the teleporting away, there's always the ring that can just pull him right back to you if he does, once things are safe. I guess I'm just not as good at games as you are, because in BioWare games my companions frequently fall in battle despite my best efforts... the difference is that in BioWare games, once the battle is over, they get back up.
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Charlotte X
 
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Post » Tue Sep 28, 2010 7:23 am

Fairly certain this has been asked on another thread, but for the life of me I can't quite remember what the eventual conclusion of that was; I don't suppose there's any possibility of a same-six romance, is there? There's rather a shortage of especially compelling same-six companion mods, and I've always loved yours, so...

Well, anyway. Sounds like it's going pretty well so far. Keep up the good work!
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Alyna
 
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Post » Mon Sep 27, 2010 9:01 pm

Fairly certain this has been asked on another thread, but for the life of me I can't quite remember what the eventual conclusion of that was; I don't suppose there's any possibility of a same-six romance, is there? There's rather a shortage of especially compelling same-six companion mods, and I've always loved yours, so...

Well, anyway. Sounds like it's going pretty well so far. Keep up the good work!


Thanks! Progress is slightly on hold due to reasons of DRAGON AGE 2 (no lack of same six romance there! :D ) but I'll be back at it soon.

Regarding Julan, I don't know if I can quite promise you a *romance*, but there will certainly be opportunity to roleplay your own character as gay, should you so choose, and have Julan react accordingly (and not necessarily badly, either, but like I said, I wouldn't go in expect a romance, exactly...)
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krystal sowten
 
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Post » Mon Sep 27, 2010 10:51 pm

Idea for a tweak: Reordering the dialogue so if you're carrying one of the 36 Lessons of Vivec you can still give Julan books that he normally WOULD read. Right now, you have to drop all Lessons before he'll pick up a copy of anything else you have.
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Georgine Lee
 
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Post » Mon Sep 27, 2010 11:52 pm

Idea for a tweak: Reordering the dialogue so if you're carrying one of the 36 Lessons of Vivec you can still give Julan books that he normally WOULD read. Right now, you have to drop all Lessons before he'll pick up a copy of anything else you have.


Oops, they should be ordered later, that's an error, then. Thanks!
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joseluis perez
 
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Post » Mon Sep 27, 2010 7:23 pm

I finished the main quest-line not too long ago with a bit of frustration getting thru the side quests for Julan :P but anyway, i was wondering with him healing himself. I dont mind having to remind him since hes a tough guy :P but could it be done that he heals all the way with one command (if he has the mana/potions), instead of having to repeating the commands over an over? I tend to just heal him myself now as its quicker and i can see the health bar :)

Ohh and i noticed he didnt have too much to say during the Tribunal quest-line... is that something on the list?
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Laura-Lee Gerwing
 
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Post » Tue Sep 28, 2010 5:42 am

Sorry, Kateri, but I am just about ready to slap Julan aside of the head if he doesn't stop stealing stuff from me. (hehe) Does he honestly think I don't notice?

Wow! It's been a long while since an NPC brought out such strong emotions in me. Either he's very, very good, or I'm starting to go crazy. I prefer the former, actually.
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Kate Murrell
 
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Post » Mon Sep 27, 2010 4:49 pm

Sorry, Kateri, but I am just about ready to slap Julan aside of the head if he doesn't stop stealing stuff from me. (hehe) Does he honestly think I don't notice?


Stealing stuff? :confused:

Like what?
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tegan fiamengo
 
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Post » Mon Sep 27, 2010 5:42 pm

Forgive me; I was being facetious.

I rarely encounter a situation when Julan's health is that low and anyone is still alive to talk about it, but then I also baby him, a lot. It's a roleplay pecularity of mine, I guess, since I do the same thing with DA:O Hot Tank, and he can't even die; if a companion is my character's raison d'etre, then she takes good care of them, often at her own expense. So I monitor Julan's condition via a companion health mod, always make certain he has plenty of good potions and my PC constantly casts an area effect restore health spell when in battle, which means Julan is usually healthier than she is. My point, (if there was one) was that Julan (or any companion) taking it upon himself to teleport away could, under certain circumstances, be more bothersome than having to throw out the odd heal in the heat of battle. But I do understand how someone with a different playing style would find such a feature to be useful, and in no way meant to belittle your suggestion. Mea culpa, mea culpa.

And now, I'll shut up and go away before I make things worse.

~tsm :bolt:



Hehe, I am the same thing. I blame it on Baldur's Gate, and the romances in BG 2. While as such it is not a terminal problem if someone dies in the Baldur's Gate series as the setting is the Forgotten Realms of DnD, where the resurrect spell is ever present* (unless of course you come across a lich or beholder or something, that likes to cast "disintegrate" - that basically makes you go *poof* and you are gone. Forever. Since a pile of dust is left according to the rule book, I don't know if that can be used to resurrect the character. But in the Baldur's Gate series, it is terminal, with the character's portrait gone from the group, If they are just dead, the portrait is merely greyed out.), I made a point of keeping everyone alive. Especially romances, because there was a particular problem that could occur if they died, which I think reset something in their romance script. So I got the habit of babying them, and I haven't got rid of that habit yet.

By the way, hi! Long time no see. :D




*it's not as easy in the pen and paper version, where you also need the right ingredients, as far as I know. And they're expensive. I recall diamonds worht a really exorbitant sum. Also, for roleplaying purposes I like to think that it is only possible to resurrect a person to a certain point in time after their demise. If too much time has passed, I like to think the soul and being of a person has already passed on too far into the afterlife, and can not be called back. Also, while it is still possible to resurrect someone before that point of course, the longer it took, the longer they will need to recover fully. It's actually a bit like reviving a person in real life. If a certain point has passed, they can no longer be revived. And if it takes too long, they will take time to recover fully, and sometimes they never recover fully. Of course in the game world, the critical period of time is much longer than in real life, where we are talking minutes most of the time.
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Annick Charron
 
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Post » Tue Sep 28, 2010 3:41 am

I want people to tell me what they would like to see added/changed

I'm new to Julan--and to Morrowind overall--and have reached the point in the vanilla main quest where I'm supposed to recruit Hassour Zainsubani as a Blades informer. I got the status message that says something like "you must complete Julan's first quest before you can continue with the main quest." I wasn't even sure if I had started Julan's first quest: I googled and discovered that for starters the 12 points I'd trained him so far weren't enough. So this perhaps ties in with your thought about in-game hints and the question of breaking immersion: I'd love it if that sort of immersion-breaking status message could be replaced with something more story-driven, that perhaps hints at what needs to be done. Hassour Zainsubani could say something like, "Sharing the information you ask of me with an outlander would put me in a dangerous position. I was talking with my fellow Ashlander, your companion Julan, and he told me you had agreed to train him until he was ready to journey inside the Ghostfence. Before I consent to share with you the knowledge you seek, I would ask that you discharge your responsibility to him, as testament to the trustworthiness of you and your organization. Make sure he is adequately trained, show him something more of Vvardenfell, from its great cities to its low taverns, etc. etc. more subtle hints etc., and then return to me." Or whatever, your own reasoning in your own words would obviously be best; I just wanted to show that something plausible would be possible. I'm not far enough along to know if Julan's quests create other, similar blocks to the main quest later on, but if they do ideally those would be handled immersively, too, if that's possible.

I should add that I'm really enjoying my travels with Julan. Back around a decade ago I self-selected as more a fan of the Black Isle/Bioware style of CRPG, those driven by party dynamics and character interaction, rather than the open worlds of the Elder Scrolls games, which I found too lonely and filled more with quantity than quality. But as recent games in the Bioware tradition have gotten more constricting and formulaic, I decided to give the open worlds of the ES games another chance, and mods like yours really bring the strength of those Bioware-style games to Morrowind, creating a best-of-both-worlds situation.
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Naomi Ward
 
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Post » Mon Sep 27, 2010 5:04 pm

Absolutely agree with DreamKing's insight on the in-game hints. Do eet!~
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April
 
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Post » Tue Sep 28, 2010 7:12 am

Okay... so I swore off MW a while ago (14 months of playing A LOT, level 120-ish and I never finished Bloodmoon... I'm way too easily distracted by the endless opportunities to mod and re-mod). Plighted my throth to the Dragon Age franchise - I mean, rollicking good fun, British accents, and more than 30 FPS... who can resist that? Well, I finished my first play through of DA2 last night and
Spoiler
WTF!Anders
has me seriously considering never visiting Thedas again... dang, that denouement really made me feel dirty, and not in a good way. :blink: Spent today downloading all my favorite MW mods and I'm nearly ready to flush out my brain in a big ol' romp with Julan, but I cannot for the life of me find the lovely high(er) rez replacement face texture I had for him... Is anyone willing to hook a desperate old lady up?

TIA!

~sad and needy tsm
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Bethany Watkin
 
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Post » Mon Sep 27, 2010 11:38 pm

Okay... so I swore off MW a while ago (14 months of playing A LOT, level 120-ish and I never finished Bloodmoon... I'm way too easily distracted by the endless opportunities to mod and re-mod). Plighted my throth to the Dragon Age franchise - I mean, rollicking good fun, British accents, and more than 30 FPS... who can resist that? Well, I finished my first play through of DA2 last night and
Spoiler
WTF!Anders
has me seriously considering never visiting Thedas again... dang, that denouement really made me feel dirty, and not in a good way. :blink: Spent today downloading all my favorite MW mods and I'm nearly ready to flush out my brain in a big ol' romp with Julan, but I cannot for the life of me find the lovely high(er) rez replacement face texture I had for him... Is anyone willing to hook a desperate old lady up?

TIA!

~sad and needy tsm


I think I remember the texture you mean, was that the one Westly fiddled with? I'm just off to bed but I'll try and find it tomorrow, promise.

And I knew what would be under your spoiler before I clicked it. That little scamp of a mage! So mischievous. *Ahem*. :whistling:
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Greg Cavaliere
 
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