Making Companion Mod, need help

Post » Thu Mar 11, 2010 5:36 pm

Hello all I am new to Morrowind and modding it.

I am trying to do something that was simple in Oblivion but seemingly impossible in Morrowind. I downloaded a companion mod called Companion Wolf spot 3.0. All I wanted to do was change the wolf nif file into a different creature of my choosing (winged twilight) and rename it. But for some reason after choosing the new nif, the animations are lost and I can't figure out how to reload the animations for the default creature. The game crashes and it says no animations found. How do I set the new animations for the creature after I change the Nif graphic model? I don't want to change any animations or anything I just want to use the original ones, but the Animation box is grayed out and I can't choose any (kf files?). I already extracted my Bsa files from Morrowind but I still couldn't do add any animations. I'm hoping eventually to add my own dialogue too but right now I am wondering if it's even possible to do what I want. I don't understand scripting and I do not know how to program them at all so I have a huge disadvantage.

Would appreciate any help please, I have read for hours on other sites from searching Google but I can't really find any solid info. :(
User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Post » Thu Mar 11, 2010 6:12 pm

The problem you're running into is that you're trying to attach the winged twilight animations to a wolf and the game doesn't like that because the skeletons for both creatures are different and are animated differently. I would suggest that you delete Spot, then create a new winged twilight with the id that Spot used as well as the script. That way you'll have a solid base in which to make your changes from. If you haven't already, read through the CS tutorials in the Construction Set forum, especially the dialog ones. Here's http://www.mediafire.com/?zynzjzmezzw I did awhile ago retouched by Alaisiagae that may help. It doesn't delve into companion dialog, but it does cover most of how dialog is handled. Note that unlike NPCs, creature dialog is filtered strictly by the creature's id; which is why I suggested you delete the wolf version of Spot and create a winged twilight version. That and Spot's scripts might use that id. Keeping the same id will make things a bit easier, especially at the start.
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Thu Mar 11, 2010 10:40 pm

The problem you're running into is that you're trying to attach the winged twilight animations to a wolf and the game doesn't like that because the skeletons for both creatures are different and are animated differently. I would suggest that you delete Spot, then create a new winged twilight with the id that Spot used as well as the script. That way you'll have a solid base in which to make your changes from. If you haven't already, read through the CS tutorials in the Construction Set forum, especially the dialog ones. Here's http://www.mediafire.com/?zynzjzmezzw I did awhile ago retouched by Alaisiagae that may help. It doesn't delve into companion dialog, but it does cover most of how dialog is handled. Note that unlike NPCs, creature dialog is filtered strictly by the creature's id; which is why I suggested you delete the wolf version of Spot and create a winged twilight version. That and Spot's scripts might use that id. Keeping the same id will make things a bit easier, especially at the start.


Hello Jac first I would like to thank you for replying.

I tried what you suggested and I was not successful. The Construction Set told me that an existing ID of the same name was being used even after I deleted it (a D* showed after the 1A_comp_spot ID) and it would not let me use the same ID name. I tried to make a fresh bsa file by first making a winged twilight with the 1A_Comp_Spot ID on a blank new mod and then merging it with the Comp Spot mod in order to overwrite the ID. I kept getting errors that the scripts could not compile to correctly. I tried without success to recompile the 2 malfunctioning scripts which were called Float* and SignRotate*. I deleted the 2 scripts that wouldn't compile correctly and saved the mod. I loaded into Morrowind and used placeatpc to summon it but after I went to dialogue the options did not work and every time I said follow me it just kept looping and asking over and over what to do follow, stay, leave, etc. even after I picked an option.

I'm stuck now and not sure what to do next. Back to square one. :( Thanks again for helping this problem is really bugging me.
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Thu Mar 11, 2010 5:54 pm

Sometimes it's good to go to the source.

Emma has a faq's section that might help with your issue, I know it at least deals with how to change companions faces and hair etc: http://lovkullen.net/Emma/faq.htm

Grumpy has a companion tutorial as well at Emma's site: http://lovkullen.net/Emma/CompanionUsage.htm

And Emma has a working forum where I'm sure she'll probably be happy to help you through your issues (you'll probably have more than just race changing because everyone around will continue to refer to spot as a male wolf) : http://forums.elricm.com/emma/index.php?

You can also try pming her here as she's been rather active here lately.
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Fri Mar 12, 2010 8:41 am

After you delete Spot, save the mod and then see if it'll allow you to copy a winged twilight with the new id. If that doesn't work, you may need to use something like TESAME to remove the wolf, then reopen the mod to create the new creature.
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Thu Mar 11, 2010 8:38 pm

After you delete Spot, save the mod and then see if it'll allow you to copy a winged twilight with the new id. If that doesn't work, you may need to use something like TESAME to remove the wolf, then reopen the mod to create the new creature.


Alright, I was able to delete the ID by saving and reloading. Now it is losing all of the dialogue after reloading and the new copied winged twilight with the spot ID is not able to load the old dialogue. Is there a different companion creature mod that would work better as a base maybe? The Spot mod seems to have a quest involved, maybe that is causing some problems?

I also read Emma's FAQ but didn't see anything related to creature companions. :(
User avatar
Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Fri Mar 12, 2010 3:01 am

So then try sending Emma a pm. It's probably something simple.

Also there's Emma's Companionable Cats iirc - they have a smaller companion package that you might have an easier time playing around with.
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Thu Mar 11, 2010 10:10 pm

After some poking around in the CS, I found the problem with the WT loosing its dialog: you need to open up the dialog window and reassign all of the dialog back to the creature using its id: 1A_comp_wolfSpot. Also, if you haven't already done so, change the creature's Fight to 30 on the AI button.
User avatar
Shae Munro
 
Posts: 3443
Joined: Fri Feb 23, 2007 11:32 am

Post » Thu Mar 11, 2010 6:04 pm

After some poking around in the CS, I found the problem with the WT loosing its dialog: you need to open up the dialog window and reassign all of the dialog back to the creature using its id: 1A_comp_wolfSpot. Also, if you haven't already done so, change the creature's Fight to 30 on the AI button.



We already sorted this in a few PMs :). The remaining problem was that although the dialog topics were assigned for the new creature, the greetings were still for old Spot.
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am


Return to III - Morrowind