[WIPz] MCA Companions Enhanced

Post » Fri May 13, 2011 8:11 pm

Hi. I noticed this thread when searching for bug reports regarding Useful Summoned Creatures and I'd be happy to help if I can. If interested, please feel free to drop me a line.
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Chantel Hopkin
 
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Post » Fri May 13, 2011 1:41 pm

If it doesn't work, including it in the release doesn't make much sense. On the other hand, delaying the release of v1 because of this issue would be a bad idea too. IMHO, you should just put the CI Global version on hold until v2, and focus on the regular version.

I agree. I will release V1 without the CI Global support and I'll contact ElderScroller to see if we can fix the problems for the next release.

I implemented the schmoozing feature. I added the topic "discuss common interests". There is a choice of 8 areas of interest: Loot, Combat, Weapons, Armor, Lore, Religion, Gossip, and the Weather. The responses are generic and mostly neutral. The higher the PC's Speechcraft the more likely the NPC's Disposition increases and the less likely it decreases. Disposition can change from 1 to 3 points depending on the PC's attribute in the chosen area of interest. I'm sure the routine will need some tweaking before release.
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Patrick Gordon
 
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Post » Fri May 13, 2011 6:13 pm

HB, would you happen to have http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1223 loaded on your PC?
AMC v1 RC1 seems to contain references to dialogs of this mod. When Salusa's Staves is not loaded (or loaded after AMC), one gets the following error at loading:

Object "_SP_armiger" not found for dialogue type Greeting
Info "EMPTY"


(_SP_armiger is the ID of a NPC from Salusa's Staves.)
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Naomi Ward
 
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Post » Fri May 13, 2011 6:41 pm

HB, would you happen to have http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1223 loaded on your PC?
AMC v1 RC1 seems to contain references to dialogs of this mod.

Thanks. Good catch!
Once upon a time there was a Salusa's Staves addon for MCA. I've combined it, the original Salusa's Staves and other MCA addons into a single mod. I usually select it in the CS when I am working on the AMC mod. I'll clean out the dirty refs for the next release.
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sara OMAR
 
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Post » Fri May 13, 2011 8:18 am

Hi HB

I feel like I have to apologize. Due to some RL interferences (things got both busy and interesting lately at work), I've had little time to launch Morrowind in the past two weeks.

Hopefully I will resume betatesting this week-end.
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k a t e
 
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Post » Fri May 13, 2011 5:19 am

Hi HB

I feel like I have to apologize. Due to some RL interferences (things got both busy and interesting lately at work), I've had little time to launch Morrowind in the past two weeks.

Hopefully I will resume betatesting this week-end.

Not a problem! We all know how RL can change our plans.
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Dark Mogul
 
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Post » Fri May 13, 2011 7:36 pm

OMG! This idea is AWESOME!
Just read like the whole thread and I'm all like :rock:

Especially the leveling and the small talk to raise disposition thingy.
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Olga Xx
 
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Post » Fri May 13, 2011 7:25 pm

Alright, I’m back.

HB, the issue with a companion leveling up to level 4, even when one has no level 3 companion in follow mode, is still there.
Note that the messagebox is always about said companion reaching level 4 (never, say, lev. 5, 6, 7 or whatever…). Is this of any help?
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Anthony Rand
 
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Post » Fri May 13, 2011 2:38 pm

OMG! This idea is AWESOME!

Cool! I'm glad you're interested. The mod should be released in the near future.


HB, the issue with a companion leveling up to level 4, even when one has no level 3 companion in follow mode, is still there.
Note that the messagebox is always about said companion reaching level 4 (never, say, lev. 5, 6, 7 or whatever…). Is this of any help?

Maybe. This gives me a little more information on the bug.

I tried to force a dialog box with an "I leveled up" greeting to identify the companion. Did you receive it?
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Beast Attire
 
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Post » Fri May 13, 2011 6:50 am

No. No forced dialog. just the ussual message stating that one of my companion just reached level 4. :shrug:
This one time was just after resting, but I believe it to be a coincidence. In previous versions it could happen any time.
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kirsty joanne hines
 
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Post » Fri May 13, 2011 5:54 am

No. No forced dialog. just the ussual message stating that one of my companion just reached level 4. :shrug:
This one time was just after resting, but I believe it to be a coincidence. In previous versions it could happen any time.

I'll have to look into why the forced dialog didn't occur. However, I'm thinking that this is not a "problem" but rather a "feature". Companions do not have to be in follow mode in order to level up. They just have to be close enough to the PC that their scripts run. Did you leave any companions nearby that were level 3?
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Sasha Brown
 
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Post » Fri May 13, 2011 1:23 pm

Nope. The companion with the lowest level was level 5.
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Sabrina Steige
 
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Post » Fri May 13, 2011 5:52 am

More info on the glitch:

When I engage dialog with good ol' Thaeleril, she greets me with "http://img517.imageshack.us/img517/6606/1ohgreat.jpg".

Problem is she was recruited after I got the level up message box. :shrug:

And of course, http://img522.imageshack.us/img522/4982/2bigdeal.jpg.
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City Swagga
 
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Post » Fri May 13, 2011 6:15 pm

The schmoozing system is not easy to betatest because, as you stated, it’s still in the early stage of its development. I assume this fact is the reason for its main issue, which is that the randomness of the companion’s answers somehow shows: talking with them feels very much like rolling dices.

Yet it’s still a nice addition. Actually it had me wish that MCA companions had some kind of AI system along the lines of Baron’s/CM Partners, Friends & Rivals or CaptainZaltan’s Partners

Hey, who knows? Maybe in AMC v3? :hubbahubba: :whistling:
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James Potter
 
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Post » Fri May 13, 2011 10:25 am

When I engage dialog with good ol' Thaeleril, she greets me with "http://img517.imageshack.us/img517/6606/1ohgreat.jpg".

In fixing the problem with the level up dialog, I think I fixed the problem with the incorrect level being reported. Check your inbox for a link to Release Candidate 2.

The schmoozing system is not easy to betatest because, as you stated, it’s still in the early stage of its development. I assume this fact is the reason for its main issue, which is that the randomness of the companion’s answers somehow shows: talking with them feels very much like rolling dices.

Yes, the dialog responses are generic. Once I came to the realization that I would have to create and add over 300 lines of dialog, I scaled back my effort to generic responses. Maybe it will grow or change in a future release.
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Eve Booker
 
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Post » Fri May 13, 2011 5:15 pm

This mod sounds great!
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Gemma Flanagan
 
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Post » Fri May 13, 2011 3:20 pm

This mod sounds great!

Thanks! I'm glad you're interested in it. It will be released in the near future.
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James Potter
 
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Post » Fri May 13, 2011 6:14 am

... That is, as soon as the last remaining (minor) glitches are fixed.

Hey, HB, the "take a healing potion" command, which was working fine in RC1 is working no more in RC2. :(
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*Chloe*
 
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Post » Fri May 13, 2011 4:29 pm

Hey, HB, the "take a healing potion" command, which was working fine in RC1 is working no more in RC2. :(

I'll look into it. It's probably a side effect of cleaning up dialog.
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Enny Labinjo
 
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Post » Fri May 13, 2011 2:21 pm

One of my companions leveled a few minutes after I saved the game. I had a forced dialog featuring one of the random greetings instead of the "I've gone up a level!" dialog but the companion stats were updated correctly.

Out of curiosity I left the game without saving and reloaded my last savegame. Then I rested 24h and the companion leveled again.

This time though, there was no forced dialog. Only the messagebox about the companion gaining one level. And when I checked her stats I noticed her level had not been updated. She was still level 3 instead of 4.

Any idea?
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Symone Velez
 
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Post » Fri May 13, 2011 9:42 am

I am still working on this mod. The pace of development has slowed because the weather is nice and I am outside "playing". I hope to make a public beta available some time this week.

There are three issues that I am still addressing. I think I solved the one having to do with the "take a healing potion" dialog. The filtering on the line that checks for no potions in the companion's inventory got screwed up.

Another issue is that the "discuss common interests" topic is showing up in the dialog of MCA NPCs that are not companions. I don't know if I should treat this as a bug or a feature. Does anyone have any thoughts on the matter?


One of my companions leveled a few minutes after I saved the game. I had a forced dialog featuring one of the random greetings instead of the "I've gone up a level!" dialog but the companion stats were updated correctly.

Out of curiosity I left the game without saving and reloaded my last savegame. Then I rested 24h and the companion leveled again.

This time though, there was no forced dialog. Only the messagebox about the companion gaining one level. And when I checked her stats I noticed her level had not been updated. She was still level 3 instead of 4.

Any idea?

The "leveling bug" is the other issue that, unfortunately, is still occurring. This post tells me that the bug is one of those intermittent quirks of the game engine. The level up occurs by way of a targeted script that is initiated by the companion's attached script. When AfroKing first reported the bug, I added some extra message boxes to the scripts to see what was happening. What I saw was that the level reported by the leveling script did not match the level reported by the main script and that the forced dialog sometimes did not occur. So I started changing the scripts by moving some code from one script to the other and trying to synchronize the scripts. After a lot of fiddling with the scripts, the reported levels from both scripts matched and it seemed to work consistently. I sent AfroKing the updated beta. However, as we see from his post, his testing shows that it's not working consistently. I thought that was strange. So I compared the code in the current version to the code in the previous version and saw that the code was nearly identical. My re-coding couldn't have fixed it. The bug just disappeared for a while. :banghead: I still have a few ideas to try. :brokencomputer:
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Tiff Clark
 
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Post » Fri May 13, 2011 8:46 pm

Another issue is that the "discuss common interests" topic is showing up in the dialog of MCA NPCs that are not companions. I don't know if I should treat this as a bug or a feature. Does anyone have any thoughts on the matter?

I thought it was a feature. :facepalm:
I came to the conclusion that you were aiming for more interaction with the generic MCA NPCs.
It even inspired me an idea I was planning to submit to you for a future version... :whistling:
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liz barnes
 
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Post » Fri May 13, 2011 7:28 am

I am still working on this mod. The pace of development has slowed because the weather is nice and I am outside "playing". I hope to make a public beta available some time this week.

Mhmmm... The week is over.
Should I start the rain dance?
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Chelsea Head
 
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Post » Fri May 13, 2011 4:40 am

Mhmmm... The week is over.
Should I start the rain dance?

Yes, please do! We can use the rain. :lol:

I rewrote some of the code for the level up routine. It seems to work. However, I've thought that before.

My original timetable was wildly optimistic. :facepalm: But, as promised, here is a link to http://www.gamesas.com/redirect.php?site=https://rcpt.yousendit.com/911220245/bd34d22f506041dadfd7eb2c467e0187. :celebration:

Enjoy! The link is good for 7 days. This will be the release version, unless I get bug reports.
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Emily Jones
 
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Post » Fri May 13, 2011 5:37 am

Question, how does the latest release of MCA effect this mod?
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Cheryl Rice
 
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