[WIPz] MCA Companions Enhanced

Post » Fri May 13, 2011 7:40 pm

History

I like to play with a group of companions, usually ranging in size from 4 to 6 companions. I got tired of giving orders to one companion at a time. So I started experimenting with companion scripts. I quickly discovered that the Partner's companion scripts are as large as they can be and no additions can be made without removing some functionality from the existing scripts. I then thought I would make my own companions based on Grumpy's 3.1 companion template. But after creating a few companions, I realized I wasn't interested in creating my own companion mod. However the companions I created were enough to allow me to test my ideas. After achieving some success, I decided I needed a bigger group of companions and turned to the MCA companions. After examining their script, I decided that modifying their script was the easiest way for me to proceed and that is how this mod became MCA Companions Enhanced.

Current Functionality

I finished adding Grumpy's 3.1 companion template and dialog to the MCA companions as part of it was already implemented. The only thing I didn't add was Dinkum Thinkum's Potion Saver code. I then added the functions I had working on my original experimental companions. If they become poisoned, they will drink a Cure Poison potion if they have one. If they become diseased, they will cast a Cure Common Disease spell or a Cure Blight Disease spell as needed.

By dropping a miscellaneous item that looks like a silverware bowl, I can make a group of MCA companions remove their armor. When I pick up the bowl, they put their finest armor back on. By dropping another bowl, they remove their clothing. By picking up either bowl, they put on their finest clothing and armor.

I then added the ability to command them as a group to dance, follow, wander, or stand still. By dropping another bowl, a menu pops up with those options. Pick one and the group of companions responds as requested. I put these functions behind a timer so it may take a few seconds before all the companions respond. Picking up the movement controller does nothing to the companions but prepares things for the next movement command. The dance command isn't particularly useful with the MCA companions. So I added a dialog option to individually toggle their dance response on and off. It starts out turned off for all MCA companions. This may not sound useful but I sometimes modify my save game using the Enchanted editor and change the drunk animation to a dance animation.

The next annoyance I addressed was having to constantly supply them with Restore Health potions. I wanted them to purchase their own. I also wanted this to happen wherever the player liked and not just at the potion sellers I set up. I use another silverware bowl to control the potion shopping. When the player is at a distance of 350 units or less from the controller, companion potion shopping is turned on. When the player is more than 350 units from the controller, companion potion shopping is turned off. The companions require gold to buy potions. Currently they get a flat 20% discount off the retail price. They are limited to 3 Cure Poison potions and 5 Restore Health potions of each type. The type of Restore Health potion they buy depends upon their level. At any level they purchase Standard Restore Health potions. At level 10 and above they purchase Quality Restore Health potions. At level 20 and above they purchase Exclusive Restore Health potions. They do not buy Cheap or Bargain potions. The potion shopping controller can be bought from the Outfitter in Balmora. You can then place this controller in any shop you frequent or in your home base.

Further Possibilities

I'm thinking of extending the shopping to include a limited number of constant effect enchanted items. The items would be rings, amulets and belts. They would be enchanted with Restore Health, Shield or Sanctuary. I know the game engine "remembers" or "forgets" about these items while processing the NPC. But they function well enough that they enhance the NPC's survivability. This would use a separate controller placed near enchanters and may be for sale with the other controllers.

Ammo could be another item they shop for. This would include arrows, bolts, throwing stars, etc. I could check their weapon type and marksman ability to determine what ammo they would buy. Again it would be a separate controller placed near munition sellers and may be for sale with the other controllers.

A level up routine would be nice. I don't want to put it in the main companion script because it takes up too much room. Maybe a targeted script would work. But I certainly don't want a separate script for each companion. The other possibility I thought of is having the companion script determine when level up should occur and the actual level up occurring during dialog.

Current Limitations

You can't place shopping controllers near each other or where you expect to use the armor, clothing and movement controllers as unexpected results may occur. The scripts change the same global variable and the companion's response is behind a timer. If I create more shopping controllers, they will have to be used in separate cells, i.e. one controller to a cell.

Because the companion's response is behind a timer, it is possible to drop a controller and then pick it up before all the companions respond.
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Chloé
 
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Post » Fri May 13, 2011 5:19 am

Since I tried G. McDorman's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6241, I always kept wondering how come nobody else ever proposed an alternative to Neoptolemus' original script. MCA companions have a lot of potential. Too bad that their features are not on par with other companion mods. My main gripes against them is that 1) they don't level and 2) supplying them food and/or drink is the only way to make them join.
McDorman's mod successfully addressed the first issue, but it had a few issues of its own (the most annoying being an error message popping up each time a save was loaded).

As for your mod, it looks very promising (though I'm not to fond of the whole "dropping a miscellaneous item" part, which is a bit awkward and immersion-breaking IMO. Unfortunately I have no better solution to propose).

Well, all this to say that your WIP is welcome. :hehe: I'll keep an eye on this thread.
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dell
 
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Post » Fri May 13, 2011 6:09 pm

Since I tried G. McDorman's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6241,

Thanks for letting me know about this mod. I'll have to come up with another name before I release anything.

As for your mod, it looks very promising (though I'm not to fond of the whole "dropping a miscellaneous item" part, which is a bit awkward and immersion-breaking IMO. Unfortunately I have no better solution to propose).

Thanks. I agree that dropping an item is awkward. However, I haven't come up with anything else so far.
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Leilene Nessel
 
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Post » Fri May 13, 2011 6:03 pm

I reworked the scripting so that a reset command was no longer needed. Then I added a new topic, "group commands". This has the choices "Remove armor", "Remove clothing", "Get dressed", "Dance", "Follow me", "Walk around", "Stand here", and "Never mind". So now you can talk to one companion and issue orders for a group of companions. I think this is more engaging.

The mod by G. R. McDorman has a level up feature. It uses targeted scripts and levels up the companions as the player levels up. I am going to try adapting it to my work.

I've also decided to call this mod Advanced MCA Companions so that there is no confusion with McDorman's mod.
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Jonathan Windmon
 
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Post » Fri May 13, 2011 6:36 am

Cool. I can't wait to give it a try.

Neo's default script offers no option to check your companion's stats and health. Any chance to see this implemented in your mod?
Also, an option to leave the "Fighting style" dialog without making any change (i.e. some "never mind" option) would be nice.
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Rik Douglas
 
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Post » Fri May 13, 2011 10:21 am

After anolyzing McDorman's mod, I'm going to use his technique for leveling but not his leveling routine. His routine raises ALL of the NPC's stats and skills. I think that's unrealistic.

Cool. I can't wait to give it a try.

Great. Maybe you can be my beta tester.

Neo's default script offers no option to check your companion's stats and health. Any chance to see this implemented in your mod?
Also, an option to leave the "Fighting style" dialog without making any change (i.e. some "never mind" option) would be nice.

I have an unreleased topic called "Status". It allows me to check a companion's health, stats and skills. It also provides a more role playing way for NPCs to report their preferred weapons, armor and magic skills. I'm not completely happy with it but I can include a version in this mod. The change to the "Fighting style" dialog sounds easy. I'll add it to the mod.
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Amiee Kent
 
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Post » Fri May 13, 2011 2:12 pm

Great. Maybe you can be my beta tester.

:tops:
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Lexy Corpsey
 
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Post » Fri May 13, 2011 11:22 am

I added the topic "companion status" with the choices "How's your health?", "What weapons do you use?", "What type of armor do you wear?", "Do you have any magic abilities?", "What are your stats?", "What are your skills?", and "Nothing".

I also added a level up routine. If the companion's level is 2 or more below the PC, the companion will level up after 5 days. It could be more than 5 days if you leave the companion alone for a period of time.

I changed the scripts to use two global variables. This allows the use of "group commands" in cells that contain a potion shopping controller.

I also added a controller in the shop of Nalcarya, the alchemist in Balmora.
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Ross Thomas
 
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Post » Fri May 13, 2011 8:06 pm

Hi, HB

I had a quick run with your mod loaded, and I'm quite pleased so far. First impressions:

The "companion status" dialog works fine and actually makes a huge difference. Again, I wonder how come nobody else thought about doing this before.

Using your mod with an old savegame, the new topics do not appear in the dialogs of the (pre-Advanced MCA Companions) companions until you convince a new companion to follow you. This done, though, all followers are correctly upgraded.

Unlike McDorman's mod, I noticed no performance impact ingame, and there was no error message when reloading the savegame.

One glitch to report, though: the "dance" command doesn't seem to work. Nothing happens after the dialog box is closed.

As I said, I just had a quick run with the mod. In the next days I plan to try the shopping feature with a party of 3 or 4 companions. Also, I have yet to see the leveling system in action.

If there is a specific situation you need me to test, just let me know.
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RObert loVes MOmmy
 
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Post » Fri May 13, 2011 4:57 pm

Ok. Weird question. I have a bug with MCA companions, where every time I get near them I become encumbered. I know it sounds strange... But if I move away, my normal load appears, I get near them and my encumbrance goes up 50. It's only MCA that this happens with...

Did you see anything in the scripts that could cause this? Thanks.
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JD bernal
 
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Post » Fri May 13, 2011 8:09 pm

Hi, HB

I had a quick run with your mod loaded, and I'm quite pleased so far. First impressions:

The "companion status" dialog works fine and actually makes a huge difference. Again, I wonder how come nobody else thought about doing this before.

Using your mod with an old savegame, the new topics do not appear in the dialogs of the (pre-Advanced MCA Companions) companions until you convince a new companion to follow you. This done, though, all followers are correctly upgraded.

Unlike McDorman's mod, I noticed no performance impact ingame, and there was no error message when reloading the savegame.

One glitch to report, though: the "dance" command doesn't seem to work. Nothing happens after the dialog box is closed.

As I said, I just had a quick run with the mod. In the next days I plan to try the shopping feature with a party of 3 or 4 companions. Also, I have yet to see the leveling system in action.

If there is a specific situation you need me to test, just let me know.

Great, I'm glad you're enjoying it.

The "companion status" topic grew out of remarks I read in the forum about wanting skills to be reported in a more role playing way instead of just a list of numbers. Although it includes that too.

The script must not be going through the initialization routine where the AddTopic commands are. As a result of this, you may find the pre-mod companion's speed, athletics and acrobatics are set to zero as the original values weren't captured in the initialization routine. You probably won't notice anything wrong when they are following, as Grumpy's routines dynamically set those values based on the players values. It's only when you stop and the companions are close that the values are set to the original values which in this case would be zero.

The "dance" command starts out turned off for all the companions. The topic "additional requests" allows you to turn the response to "dance" on or off for each companion. The topic comes from Grumpy's 3.1 companion template and has the choices "Keep clear please. (auto-move on)", "Stay close. (auto-move off)", "Move please. (one time move)", "Take a healing potion please.", "Restore yourself please.", "Please cure your self.", "No dancing!", "Go ahead and dance.", and "Nothing.".

Thanks for the quick feedback.
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NIloufar Emporio
 
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Post » Fri May 13, 2011 6:15 am

Ok. Weird question. I have a bug with MCA companions, where every time I get near them I become encumbered. I know it sounds strange... But if I move away, my normal load appears, I get near them and my encumbrance goes up 50. It's only MCA that this happens with...

Did you see anything in the scripts that could cause this? Thanks.

That is a strange bug indeed!

I've been working with the MCA V5.2 companion script and I see nothing in it that would cause a change in encumbrance. I suggest trying this mod once it is released as it replaces the original companion script. If you still have the problem, then it's probably a mod conflict or interaction between 2 or more mods.

If you need a more detailed response, start a new topic and post your load list.
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Zualett
 
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Post » Fri May 13, 2011 10:10 am

That is a strange bug indeed!

I've been working with the MCA V5.2 companion script and I see nothing in it that would cause a change in encumbrance. I suggest trying this mod once it is released as it replaces the original companion script. If you still have the problem, then it's probably a mod conflict or interaction between 2 or more mods.

If you need a more detailed response, start a new topic and post your load list.

Thanks. That's all I needed. I figured you have looked in depth at the scripts. It is an odd bug. I will try your mod out when it is ready!
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Adrian Powers
 
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Post » Fri May 13, 2011 8:27 am

For the curious, I uploaded some screenshots of the mod in action:

First things first, meet http://img221.imageshack.us/img221/2713/1myteamofbetatesters.jpg. :hehe:

http://img6.imageshack.us/img6/7540/additionalrequestsdialo.jpg
http://img651.imageshack.us/img651/2618/companionstatusdialog.jpg
http://img42.imageshack.us/img42/8576/cs1healththaeleril.jpg
http://img221.imageshack.us/img221/764/cs2weaponsmarianne.jpg
http://img706.imageshack.us/img706/1531/cs3armortelania.jpg
http://img704.imageshack.us/img704/6261/cs4magicmog.jpg
http://img535.imageshack.us/img535/11/cs5statsmarianne.jpg
http://img519.imageshack.us/img519/7286/cs6skillsmarianne.jpg
http://img299.imageshack.us/img299/4062/groupcommands.jpg
http://img109.imageshack.us/img109/4357/removearmor00.jpg: http://img35.imageshack.us/img35/5333/removearmor01before.jpg and http://img694.imageshack.us/img694/263/removearmor02after.jpg.
And, last but not least, http://img444.imageshack.us/img444/8793/fightingstyletweak.jpg.

After some playing, my random observations/suggestions of the day:

. As currently is, to send companions to some place one needs to talk to each of them through the "meet somewhere" topic.
Proposition: add a duplicate of said "meet somewhere" topic inside "group commands" dialog.

. After going through a door, MCA companions have this annoying habit to all stand at the exact same spot as the player, http://img535.imageshack.us/img535/6199/wtfiw.jpg.
Would it be possible to emulate the bit of scripting of Baron's Partner (CM Partners?) which forces companions to reposition themselves after going through doors?

. The "follow me" order from "group command" has no effect on a companion if he was previously ordered to "wait right here" through "travel together" menu. One needs to use the "Yes, let's go" dialog under "travel together" to get the companion to follow again.
I believe it would make sense to have the "follow me" order from "group command" cancel the "wait right here" of "travel together" menu.
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Valerie Marie
 
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Post » Fri May 13, 2011 7:19 pm

For the curious, I uploaded some screenshots of the mod in action:

Nice screenshots! :goodjob:

After some playing, my random observations/suggestions of the day:

. As currently is, to send companions to some place one needs to talk to each of them through the "meet somewhere" topic.
Proposition: add a duplicate of said "meet somewhere" topic inside "group commands" dialog.

That's a good idea. I'll look into it.

. After going through a door, MCA companions have this annoying habit to all stand at the exact same spot as the player, http://img535.imageshack.us/img535/6199/wtfiw.jpg.
Would it be possible to emulate the bit of scripting of Baron's Partner (CM Partners?) which forces companions to reposition themselves after going through doors?

I think that is due to the auto-move function that is permanently on in the Partners mods. You can turn it on for each MCA companion using the "additional requests" topic. Maybe I can make "on" the default for that function.

. The "follow me" order from "group command" has no effect on a companion if he was previously ordered to "wait right here" through "travel together" menu. One needs to use the "Yes, let's go" dialog under "travel together" to get the companion to follow again.
I believe it would make sense to have the "follow me" order from "group command" cancel the "wait right here" of "travel together" menu.

I've noticed the same thing while using my NPC Commands mod. I don't know why it happens but I'll look into it.
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biiibi
 
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Post » Fri May 13, 2011 7:22 pm

I think that is due to the auto-move function that is permanently on in the Partners mods. You can turn it on for each MCA companion using the "additional requests" topic.

Confirmed. The auto-move command did the trick for both companions from MCA 5.2 and another one added by a third party MCA-dependant mod. But when I used it on the 4th companion (Mog, from MCA Mog Addon v5.2) I got the following error:

Script mca_companionMMogS
Syntax Error Line 1.
Could not find variable "compMove".
==>CompileAndRun problem was found in Topic "additional requests"
"Sure."
Continue running the game?


(By clicking "yes to all" I could resume the game.)

I don't speak scriptish so I'm not sure which of both mod is at fault here. I hope it's yours :bigsmile: (this would mean that you can devise some workaround before the final release. :D)
On the other hand, if MCA Mog Addon v5.2 is the culprit (as the name of the incriminated script seems to imply), turning auto-move on by default might not be a good idea.
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le GraiN
 
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Post » Fri May 13, 2011 10:07 am

But when I used it on the 4th companion (Mog, from MCA Mog Addon v5.2) I got the following error:

Script mca_companionMMogS

Unfortunately Mogs are not currently supported. They use a different script than the other MCA companions. I've never used any Mog mods. It is your testing and message that has brought this to light.
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R.I.p MOmmy
 
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Post » Fri May 13, 2011 6:10 pm

Too bad... :(
But this makes sense: I eventually found out Mog doesn't buy potions either.

Unfortunately I've got more bad news. It seems I just ran into the first actual bug.
Companions sometimes buy potions AFTER the controller has been picked up.

What happened:

. I bought the controller from Clagius Clanler and dropped it.

. The girls did their shopping.

. I picked up the controller.

. I opened my companion's inventory and took all their potions.

. a few seconds later, messages pop up telling they had bought some more.


(On an unrelated note), my random suggestions of the day:

. Lower the price of the controller. 20 000 gold is too expensive IMO (especially when using an economy adjuster). I had to use the console to get the money.

. Change the notification message from "I bought x potion(s) x" to " bought x potion(s) x."
This will make http://img710.imageshack.us/img710/2517/popups.jpg more informative.

. And maybe change the model and icon of the potion controller (i.e. replace it with a recognisable potion mesh & icon from some available modders resource) so that it stands out inside the traders' inventory. As currently is, it's http://img14.imageshack.us/img14/6100/controlleru.jpg. One needs to position the cursor over it to know it's not a bowl.
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Lakyn Ellery
 
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Post » Fri May 13, 2011 11:44 am

. The "follow me" order from "group command" has no effect on a companion if he was previously ordered to "wait right here" through "travel together" menu. One needs to use the "Yes, let's go" dialog under "travel together" to get the companion to follow again.
I believe it would make sense to have the "follow me" order from "group command" cancel the "wait right here" of "travel together" menu.

I was able to fix this and a few other situations where group orders wouldn't be followed. The problem occurs because I changed the scripts when I went from a controller to dialog. Picking up the controller issued a reset command to all the companions. My changes covered some situations but not all. To "manually" reset the companions in situations not yet covered, a different movement order has to be chosen from the "group commands" topic. Then the original movement order can be re-issued. With the fixes it's not as bad as it sounds.


. As currently is, to send companions to some place one needs to talk to each of them through the "meet somewhere" topic. Proposition: add a duplicate of said "meet somewhere" topic inside "group commands" dialog.

I can implement this but it is a bit clunky. A teleport reset command has to be issued before the companions can "group teleport" again. I haven't found any way to reliably automate this. Currently there are three work arounds I could implement:

1. Restrict teleporting to the same place twice in a row. If you teleport to Balmora, you would have to teleport some place else before being able to teleport to Balmora again.

2. Force a reset before allowing group teleport to occur again. In dialog, the first time you used group teleport, a list of destinations would be displayed and the companions would teleport to the one you choose. The next time you used group teleport, the only choice would be "prepare companions for teleport". Once you did that you could use group teleport again.

3. Don't use dialog for group teleport; use a controller bowl instead. Drop the bowl and a menu of choices appears. Pick up the bowl and teleport options are reset.

Those darn bowls may not be immersive, but they sure made my job easier. I have much less control using dialog. If there was another scenario that isn't dialog but was similar to bowl drop / pick up, I'd use it. Maybe a Ring of the Commander?


Unfortunately I've got more bad news. It seems I just ran into the first actual bug. Companions sometimes buy potions AFTER the controller has been picked up.

What happened:

. I bought the controller from Clagius Clanler and dropped it.

. The girls did their shopping.

. I picked up the controller.

. I opened my companion's inventory and took all their potions.

. a few seconds later, messages pop up telling they had bought some more.

I agree that the shopping controller should be turned off when the controller is in the PC's inventory. Leaving it on is definitely a bug. However, the shopping controller doesn't work the same way the other controllers used to work. It's meant to be placed near a vendor. The players distance from the controller activates / de-activates the companions shopping ability. When the player is at a distance of 350 units or less from the controller, companion potion shopping is turned on. When the player is more than 350 units from the controller, companion potion shopping is turned off. The potion shopping controller is for sale so that you can place the controller in any shop you frequent or in your home base. The only controller I have pre-placed is in the shop of Nalcarya, the alchemist in Balmora. When you get close enough to her, the companions should start buying potions. When you move away, they should stop. I suppose there is another bug here because if the controller is too close to the exit, the shopping won't turn off.


. Lower the price of the controller. 20 000 gold is too expensive IMO (especially when using an economy adjuster). I had to use the console to get the money.

I'm open to changing the price. I made it that expensive because I know it can be used as a cheat. If it costs a lot, I figured it's less of a cheat. If it's not sold, then I would have to pre-place them throughout Vvardenfell. But that wouldn't cover the many vendors, lands, houses, etc. added by mods. By selling it, you can set it up in whatever shopping district you want. Or you can use it as a cheat, if you are so inclined.


. Change the notification message from "I bought x potion(s) x" to " bought x potion(s) x."

Unfortunately this can't be implemented due to a feature of the game engine that substitutes the player name for the companion name everywhere but dialog.


. And maybe change the model and icon of the potion controller (i.e. replace it with a recognisable potion mesh & icon from some available modders resource) so that it stands out inside the traders' inventory. As currently is, it's http://img14.imageshack.us/img14/6100/controlleru.jpg. One needs to position the cursor over it to know it's not a bowl.

I can change the icon and I am open to using something else as a controller as long as it is small and fits into the game world.
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Isabell Hoffmann
 
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Post » Fri May 13, 2011 5:22 pm

This mod sounds very similar to something like enclave commander in fallout 3.
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sam
 
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Post » Fri May 13, 2011 7:59 pm

Hi evil160

I have yet to play Fallout 3 (my antediluvian computers can't handle it), but I just googled Enclave Commander. From the descriptions I found, its features remind me more of some tactical options of Casey Tucker's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6859.

@ Horny_Buddha:

I can implement this but it is a bit clunky. A teleport reset command has to be issued before the companions can "group teleport" again. I haven't found any way to reliably automate this. Currently there are three work arounds I could implement:

1. Restrict teleporting to the same place twice in a row. If you teleport to Balmora, you would have to teleport some place else before being able to teleport to Balmora again.

2. Force a reset before allowing group teleport to occur again. In dialog, the first time you used group teleport, a list of destinations would be displayed and the companions would teleport to the one you choose. The next time you used group teleport, the only choice would be "prepare companions for teleport". Once you did that you could use group teleport again.

3. Don't use dialog for group teleport; use a controller bowl instead. Drop the bowl and a menu of choices appears. Pick up the bowl and teleport options are reset.

Those darn bowls may not be immersive, but they sure made my job easier. I have much less control using dialog. If there was another scenario that isn't dialog but was similar to bowl drop / pick up, I'd use it. Maybe a Ring of the Commander?

Nah, forget the commander ring.

And yeah, that's some clunky workarounds, indeed. This Morrowind engine sure can be really annoying at times?

For lack of anything better, I'd vote for solution 2, though. Solution 1 would be too restrictive and unpractical; as for solution 3? well, let's just say that the less controller bowls the better. :D

Proposition: implement solution 2 in the next beta. If beta testing proves it to be too unpractical, we'll switch back to the bowl as a last resort.

(I'm aware my position on this subject is entirely subjective. Now I noticed 400+ people have read this thread so far. Hopefully some of them will share their thoughts on the matter.)

I'm open to changing the price. I made it that expensive because I know it can be used as a cheat. If it costs a lot, I figured it's less of a cheat. If it's not sold, then I would have to pre-place them throughout Vvardenfell. But that wouldn't cover the many vendors, lands, houses, etc. added by mods. By selling it, you can set it up in whatever shopping district you want. Or you can use it as a cheat, if you are so inclined.

IMO you made the good choice by making it buyable. Pre-placing it in the shops would mean less control for the player.

Regarding the potential exploit: it's somehow limited by the fact that companions need to have gold in their inventory to buy potions. Gold provided by the player.

Other workarounds could be to limit the number of potions a companion can buy per day, or create additional, cheaper controller that would only buy lower number of potions or lower quality ones.

That is, of course, provided it can be done through scripting. Keep in mind that I'm not a scripter. I'm just throwing ideas.
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Queen
 
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Post » Fri May 13, 2011 12:47 pm


I can change the icon and I am open to using something else as a controller as long as it is small and fits into the game world.
What about a http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=709 of Azura?

I'd vote for solution 2, though. Solution 1 would be too restrictive and unpractical; as for solution 3? well, let's just say that the less controller bowls the better. :D

Proposition: implement solution 2 in the next beta. If beta testing proves it to be too unpractical, we'll switch back to the bowl as a last resort.
Seems to be the best option to me too.
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Jessica Colville
 
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Post » Fri May 13, 2011 2:02 pm

Nah, forget the commander ring.

Darn! :biglaugh:
Now I'll have to use it in another mod! :nod:


What about a http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=709 of Azura?

OK, I'll give that a try. After all, it even comes with its own icon. :)


Proposition: implement solution 2 in the next beta. If beta testing proves it to be too unpractical, we’ll switch back to the bowl as a last resort.

Seems to be the best option to me too.

OK, solution 2 it is.
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jessica Villacis
 
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Post » Fri May 13, 2011 4:56 pm

I'm open to changing the price. I made it that expensive because I know it can be used as a cheat. If it costs a lot, I figured it's less of a cheat.


I think this has the opposite effect to that you intend. If someone wants to cheat with it, they'll simply open the console and do a "AddItem Gold_001 X," since cheating doesn't matter to them. On the other hand, if it's expensive, you'll actually tempt non-cheaters to do so, just because the ring adds useful functionality--even when they don't intend to abuse it. For example, I don't cheat. It's a fast track to boredom. But I would, if it meant getting such a useful tool, without having to spend all the septims on it that I'd intended for a weapon at Tennience's or Adul's.

1. Restrict teleporting to the same place twice in a row. If you teleport to Balmora, you would have to teleport some place else before being able to teleport to Balmora again.

2. Force a reset before allowing group teleport to occur again. In dialog, the first time you used group teleport, a list of destinations would be displayed and the companions would teleport to the one you choose. The next time you used group teleport, the only choice would be "prepare companions for teleport". Once you did that you could use group teleport again.

3. Don't use dialog for group teleport; use a controller bowl instead. Drop the bowl and a menu of choices appears. Pick up the bowl and teleport options are reset.


I also vote for the second option. The first is annoying, and the third is just awkward. The second makes good sense.
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Antonio Gigliotta
 
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Post » Fri May 13, 2011 6:24 am

I'm open to changing the price. I made it that expensive because I know it can be used as a cheat.

I think this has the opposite effect to that you intend. If someone wants to cheat with it, they'll simply open the console and do a "AddItem Gold_001 X," since cheating doesn't matter to them. On the other hand, if it's expensive, you'll actually tempt non-cheaters to do so, just because the ring adds useful functionality--even when they don't intend to abuse it.

Regarding the potential exploit: it's somehow limited by the fact that companions need to have gold in their inventory to buy potions. Gold provided by the player.

I'm convinced. I lowered the price to 7500 gold. As AfroKing pointed out, you don't get the potions for free. You have to pay for them.

What about a http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=709 of Azura?

I changed the controller mesh from a bowl to a statuette of Azura. I didn't like the icon, so I made my own.

I implemented solution 2 for the teleport reset problem. In dialog, the first time you use group teleport, a list of destinations will be displayed and the companions will teleport to the one you choose. The next time you use group teleport, the only choice is "prepare companions for teleport". It works out better than I thought as you don't have to exit dialog for the reset to happen. I also made it so that only the companions that are following you will teleport.

I also discovered a feature of the game engine of which I was unaware. When I put the PositionCell command in the companion script, on teleport one or more companions would randomly become spastic and stop responding to AIWander and AIFollow commands even when issued through the console. I could initiate dialog with them. I could access their inventory. Before I restricted teleport to followers, using group commands I could get them to teleport to another location. The second teleport sometimes corrected the spastic behavior. But it was all random. I don't know if this is a known bug or not.

I rewrote the routine and now do the teleport using a targetted script. That seems to have fixed the problem. So I sent another beta to AfroKing for testing.
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GabiiE Liiziiouz
 
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