[Wip] Minionz! - Companions for the lazy

Post » Sun Aug 22, 2010 7:50 pm

There, finished the official documentation so I'ma going to re-write the front page =p


Overview:
Fed up of having to navigate six layers of dialogue in order to tell your companion to pick a flower and get it off him? - Yeah me too.

Minionz is a companion mod aimed at the chroniclly lazy, or the aspiring Overlord or minion master. It packs most the features of a standard companion mod but has no dialogue menus, you simply hold down a key and assign orders, rearrange their inventories, have them carry or drop items or loot entire dungeons with a single click of the mouse.

In addition, depending on your game setting you can recruit ANY NPC in the game that takes your fancy and adding fully customised companions is as simple as creating a standard brainless NPC (Or creature!) in the construction set and then minionising them in game with a single spell cast, no fiddling with factions, tokens, AI packages or master files.


Daily preview videos:

http://www.youtube.com/watch?v=ucqxYfANe94

http://www.youtube.com/watch?v=GIh6vn_PZnA: To make your post-adventure sales as lazy as the command interface
http://www.youtube.com/watch?v=Ybc1B1k2_Jc: Summons automaticlly obey your commands, and can split multiple targets between them
http://www.youtube.com/watch?v=cWwi5rO5ES8: You can generate lists of commands which the minions handle in sequence. Here we see: Attack -> Attack -> Loot -> Drop loot
http://www.youtube.com/watch?v=lHArqjBZqEc: Training a pet to loot from chests in the training room (All bugs fixed. Could use some sound effects though)
http://www.youtube.com/watch?v=Y5dNdoEO_3s: Ranger/Pet duo against an orc warrior (Note that minions can and will use potions if you supply them!)
http://www.youtube.com/watch?v=-uJVWdj7aNM: Sending a wolf companion picking flowers (Without opposable thumbs?) as well as the inventory... with no dialogue screens
http://www.youtube.com/watch?v=9zr6Gi2WeEs: Quick demo of a few grummite minions looting an area and piling it up



Development:
All the really important stuff is finished and polished up now. Just need to add some flavoured recruitment spells, give it another day's field testing and I think it'll be ready for first release



Commands:
You issue commands to minions by holding the command key and pressing left or right mouse button (LMB/RMB) over an object in the world. Depending on the nature of the object you click and whether you clicked left or right mouse button determines the action taken.

Some commands produce or require a loot pile, a loot pile provides a convenient container to review your minions spoils or to offload your minions carried loot instead of having to acess each minion's inventory individually.


Click spoiler tab to see the full list -
Spoiler
Follow/Follow Distant
Pressing the command toggles between the two modes. Follow allows you to keep a close reign on your minions and keeps them handy for protecting you, while follow distant is a good way of keeping minions at a safe distance if you need to do something stealthy or just want to keep them safe (maybe you need use some area damage spells or they are carrying your precious loot).



Cancel
All your minions immediatly stop what they are doing and enter follow mode. An important "panic button", it'll also attempt to break the minions out of combat mode too in case you accidentlly start a fight with something you didn't mean to.



Loot target
Sends the next available minion to loot the target. If there's too much to carry the minion will grab as much as he can, the minion will hang onto the loot until you take it off him or tell him to drop it into a loot pile. Useful if you want to grab something specific quickly without risking your own neck

Bug, V1: Doesn't reliably work on creature corpses yet, only NPCs and containers. Not sure why



Loot area
All your minions begin looting the corpses and containers in the area and piling it up into a loot pile placed where you were stood when you issued the command. In the configuration screen you can also set a minimum weight-to-gold ratio so your minions don't bother looting worthless junk if you're picky.

Bug, V1: Doesn't reliably work on creature corpses yet, only NPCs and containers. Not sure why



Attack target
Sends 1 minion after the targetted mob. Even if you issue an attack order for the rest of the minions the attack will continue. Useful for splitting up your minions to attack multiple foes simultaneously.



Mass attack target
Sends all your minions after this target ignoring all others. Especially useful against summoners or necromancers who's own minions might otherwise distract your minions from the real threat.



Force attack
You can force your minions to attack non-hostile targets by issuing the attack order twice on the same target. Asides from the obvious villainous uses, some NPCs in the world such as deer tend to count as "not hostile" making this nessecary sometimes.



Harvest flora
Sends your minions to begin harvesting alchemy reagents. The minions will hold onto the reagents until you command them to drop them or manually take it off them. It's worth noting minions will continue to harvest even if you are asleep or waitting, so it's worth setting them to harvest if you are sleeping in an outdoor location.



Harvest flora (Single)
Sends a single minion to harvest flora. If you get too far away the minion will stop the task and come running back to you. This command is especially useful if you have multiple minions and are currently travelling cross county, as you can assign a couple of minions to grab the local plants without having to stop and handle it personally.



Unload loot
Commands your minions to drop their loot into the loot pile. Mainly used to unload loot collected by the loot target, harvest and carry commands.



Carry loot
Your minions will grab as much gear as they can carry without becoming encumbered from the loot pile. This is a great command for the hoarders out there as you can have your minions pile up a dungeonworth of loot using the loot all command, and then have them carry the pile back to town.


Open Inventory
Simply opens your minions inventory panel so you can add/remove items directly. Since all minions can drink potions, and armed minions can poison their weapons (Including custom made potions/poisons) it can be useful to use this to supply minions with potions to assist in their damage output and/or survival too.


Drop inventory
The minion will drop their carried items into the nearest loot pile, if no loot pile is available they will create a new one. This command is mostly intended for creating a new loot pile for the minions to offload their gear into if you need to access or review it all at once (for example selling it all to a shopkeeper at the end of an adventure)




Game Modes:
Game modes can be used to add flavour, add restrictions for those who need some help with self control or make the process of minion recruitment more difficult. You can change your game mode from the configuration page whenever you please.

Click spoiler tab to see the full list
Spoiler

Freeplay
This is the basic game mode. You have a lesser power called "Minionise" that let's you freely turn any NPC into an ally who obeys your commands without restriction. Additionally your summoned creatures will also follow your orders. This is aimed at maximum control, so you can invent your own scenarios - maybe you play a Dremora want to lead your own war party agaisnt the people of Nirn, or live as an outlaw, ambushing travellers to with your new found Bandit allies, or become a Captain of the Imperial Legion and lead the Legion into battle against the forces of Oblivion. Just remember that with great power comes great responsibility.


Necromancer
In this game setting your summoned undead are automaticlly treatted as minions that follow your orders. Additionally you can use a Conjuration ability called "Touch of the Grave" that allows you to convert regular undead to be your servants provided your conjuration skill and level is sufficient; this process should also work on non-standard undead such as ones created through necromancy mods in varioius ways giving you greater control over their behaviour.


Daedra Worshipper
Opposite cousin of the Necromancer. Daedra worshippers summoned Daedra are treated as minions and will follow their commands, and they can use the "Bloodpact" conjuration ability to have wild Daedra and Daedric humanoids like Dremora, Saints or Seducers serve as their minions.


Druid/Ranger
Characters using this game mode gain the "Call of the Wild" ability which lets them recruit wild animals as companions who obey your commands, additionally if you are using any mods that add wild animal summons they will be treated as minions too.


Enchanter
An enchanter uses a mind-effecting power called "Enthrall" which allows them to puppet any NPC using their illusion skill and make them their loyal minion. This skill requires concentration to maintain however and puts a strain on the user's mana, the greater the level difference and the victim's willpower the greater the strain on the enchanter, possibly to the point the enchanter begins actively losing mana - if the enchanter's mana drops to zero the spell breaks. Higher illusion skill helps the caster to overcome their victim more easily.


Overlord
This game mode lets you play a classic dungeon Overlord, turning dungeon delving into a buisness venture, paying off goblins, minotaurs, ogres or even human miscreants to join your menagerie of misfits, raiding dungeons then having them haul back the loot to sell and turn a profit to hire new and better escorts or better outfit your existing ones.

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Reven Lord
 
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Post » Sun Aug 22, 2010 1:39 pm

Looks pretty cool. :D Although each time I see another 'pet companion/minion' mod I can't stop hitting myself on the head for still not having released the rewritten Shivering Creature Companion. :banghead:

Oh and an actual suggestion, wouldn't it be a good idea to have a modifier key that needs to be pressed before any mouse combo will be triggered? Else it would be rather difficult to continue to use the mouse buttons as controls. :)
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NIloufar Emporio
 
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Post » Sun Aug 22, 2010 12:46 pm

Now this looks like fun!
Can't wait, my good sir.
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^~LIL B0NE5~^
 
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Post » Sun Aug 22, 2010 10:24 am

like the overlord?
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Frank Firefly
 
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Post » Sun Aug 22, 2010 8:09 am

Oh, I loved Overlord and minion control! Can't wait to see this mod released :)
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Prue
 
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Post » Sun Aug 22, 2010 3:56 pm

I have to admit I've never played Overlord but having goblins do your legwork always sounds like a fun idea ;) - I sometimes play X3 reunion and someone made a brilliant drone automation system and I got rather too accustomed to having Ai minions to do the gruntwork for me while I focused on the bigger picture xD


Anyways. I have basiclly everything in place now and initial bugs sorted, just creating and playing a Ranger character with animal companions to put it through it's paces outside of a controlled environment. Working rather nicely even with just 1 companion, sending my wolf off to kill a deer and have it bring the meat and stuff to me instead of fetching it personally. Had some funny moments already, like telling it to fetch stuff from any containers it can find, whereupon it detected some clams at the bottom of Niben bay, suddenly this demented look comes over it and it enthusiaticlly dives off in the water and tried paddle to the sea floor :rolleyes:
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Wayland Neace
 
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Post » Sun Aug 22, 2010 6:37 pm

Very neat. Definitely on my watch list. I've missed Arco, my wolf companion, ever since I stopped using the Shadow Ranger mod.
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{Richies Mommy}
 
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Post » Sun Aug 22, 2010 9:26 am

So is the goal to have this work with any existing companion mods or on top of current companion control systems?
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Natasha Biss
 
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Post » Sun Aug 22, 2010 11:13 pm

So is the goal to have this work with any existing companion mods or on top of current companion control systems?


Applying the minion "effect" to a full blown companion (ie. TSS or CM partners) and trying control them with the minion interface could result in rather unpredictable behaviour. It's more aimed at people who want to have lightweight (semi-disposable) NPC companions who will do their bidding quickly and efficiently, rather than a simulated drinking partner you have to micromanage. The less "functions" the minioned NPC has, the more reliable the results.

It's just an annoying fact that the existing companion AI will likely try and "fight" with the AI imposed upon the NPC by the minion effect
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Katy Hogben
 
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Post » Sun Aug 22, 2010 7:53 pm

This looks really cool, I've been waiting ages for a good Necromancy system, and I love the simple implementation.
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Bek Rideout
 
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Post » Sun Aug 22, 2010 5:42 pm

Alrighty. I've been fine tuning it today, working out a few kinks here and there to make the minions more responsive, found a few loose ends that were reducing CPU efficiency and programmed the configuration menu so you can fine tune it further. Still having trouble with creature corpses, the minions will loot NPC corpses and containers but refuse to loot creatures, it's weird.

Current Configuration options are

Change Command Key
Game Mode
  • Freeplay - Can freely turn any NPC into an ally who obeys you
  • Necromancer - Undead summons obey you. Can convert wild undead into minions
  • Daedra Worshipper - Daedra summons obey you. Can convert wild daedra into minions
  • Druid/Ranger - Can convert wild animals into minion allies
  • Enchanter - Use a special illusion spell to turn a target into a minion that costs mana to keep enthralled (based on various factors)
  • Overlord - Use gold to hire intelligent creatures and NPCs to serve as your minions

Loot Options
  • Toggle summoned minions help loot (Potentially unsafe to let summons carry in case they die or are unsummoned)
  • Toggle wild animals helping loot (For flavour sake, looks weird having a swarm of rats looting barrels)
  • Toggle/Fine tune loot optimisation (Minions only loot items over a certain value-per-weight ratio)

Language
[*]English - Only language so far, but if you're fluent in another language and want to help out, http://freetexthost.com/wnzfwqhpyl


Also overhaulled the front page
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Marina Leigh
 
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Post » Sun Aug 22, 2010 9:53 am

:user: So, today I....

  • Re-formatted a lot of the main scripts to make them even more streamlined and CPU efficient
  • Added a new flavour text style (Animal trainer. "Get 'em", "Fetch!" etc for command prompts)
  • Added an optional toggle to prevent your minions turning in potions you've given them when they hand in loot (Minions can use potions =p)
  • More refinements to the existing mechanics to get it as fluid and natural feeling as possible


Oh, and I uploaded 2 new teaser videos of the functions in action and added them to the front page >=D

http://www.youtube.com/watch?v=Y5dNdoEO_3s - Yup, the wolf does pop a healling potion at the end of the clip. It always irked me in regular companion mods that companions tend to be reactive, responding to attacks or attacking the player's target, whereas using the minionz interface, your minions are pro-active, actively attacking your designated target(s) without you personally having to even be known to the enemy.

http://www.youtube.com/watch?v=-uJVWdj7aNM - No big deal here, many companion mods have this feature. Main difference here is that I only pressed the command key and 2 mouse clicks to achieve the entire operation, if I'd left the wolf to go on he'd have kept harvesting til the cows came home. Kinda nice if you leave a pet on harvest for 10 minutes while running around and when you check back they have like 100 samples waitting for you.

Just need to implement a fix for the fact the minions are ignoring creature corpses (I have a workaround in mind it's just ever so slightly less elegant than my original solution), tie in the game mode options to their respective skills, and add some polish to make it shine (Like making the loot bag shrink or expand the more or less loot gets dumped in it and perhaps modifying it's price/weight to give a visual cue as to how much loot is actually in it without having to inspect it personally.)
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Jason White
 
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Post » Sun Aug 22, 2010 2:39 pm

Just need to implement a fix for the fact the minions are ignoring creature corpses (I have a workaround in mind it's just ever so slightly less elegant than my original solution)


I saw something about this in another forum -- I think it's got to do with them being in the creature faction. NPCs won't loot from an individual of the same faction, ostensibly because they view it as stealing or something. You might have known that already, just thought I'd say something just in case. =D
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Amber Ably
 
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Post » Sun Aug 22, 2010 8:33 am

I saw something about this in another forum -- I think it's got to do with them being in the creature faction. NPCs won't loot from an individual of the same faction, ostensibly because they view it as stealing or something. You might have known that already, just thought I'd say something just in case. =D


Yeah, my thread actually on the construction kit forum ;p - http://www.gamesas.com/index.php?/topic/1114104-find-package-and-items-inside-containersbodies

But in my most recent test the NPC didn't even have factions attached and it still happens. I suspect it's something to do with the fact you can't pickpocket creatures, so it doesn't build creatures into the find list. Still, we have the technology... (I figure I'll retrofit my existing loot tokens (Which CAN find creature corpses) to have a GameMode block that checks availability for some new reusable activators instead of using a CPU intensive GetNextRef block every several seconds, and have the NPC's go after the activators rather than the tokens, then it doesn't matter what kind of corpse it's assigned to as the activator sits outside the corpse in the cell and can definatly be found by the find package)
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Leilene Nessel
 
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Post » Sun Aug 22, 2010 9:51 am

There. Fixed all the looting related bugs... gawd it it wasn't a huge effort though to come up with an alternative (but streamlined) way of looting, way harder than I thought it'd be, but it's done now. All thats left is to polish it up to be more immersive (like playing sound effects when it opens containers so you know it opened it and didn't just butt its nose up against the object ;) ). In addition to the fixes I managed to slip in a few refinements to the looting behaviour, such as minions now pay attention to how much more carrying capacity they have left, and don't turn in their loot until they are out of space or are commanded to, instead of turning the loot in after every container.

Upshot of that method is if you want to loot a just 1 or 2 containers in a hurry you could run past, mark the containers, your minions grab the containers and then run to catch up with you still carrying the loot, instead of you having to stop and review the loot pile before it gets left behind. (Which is the reason I want to play and refine the mod a bit before release. Whenever I find myself avoiding an action because it's a little clunky, I think 'how can I make this more natural and streamlined?' - so hopefully by release it won't merely have lots of useful features but they'll feel natural)

Also, enjoy a more up to date loot video...
http://www.youtube.com/watch?v=lHArqjBZqEc

Edit: oh, and I added another flavour text sheet (Regimented. Sort've "yes sir", "charge!" type responses to commands for the Commanders and Generals out there)
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Erich Lendermon
 
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Post » Sun Aug 22, 2010 11:45 am

When you said lazy people you got my attention. Not all of it, though. I'm much too lazy for that.
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Robert Devlin
 
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Post » Sun Aug 22, 2010 3:50 pm

this is very nice. would there be a chance of incorporating armor repair (assuming they have a repair hammer)? CM partners lets you do it, but you have to go through all of the menu options every time. i would like to think that my companions were intelligent enough to fix their own armor and cure their own diseases without me having to tell them all the time. cant wait to try this out when i get back to oblivion, currently im playing MB warbands.
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Shae Munro
 
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Post » Sun Aug 22, 2010 3:20 pm

this is very nice. would there be a chance of incorporating armor repair (assuming they have a repair hammer)? CM partners lets you do it, but you have to go through all of the menu options every time. i would like to think that my companions were intelligent enough to fix their own armor and cure their own diseases without me having to tell them all the time. cant wait to try this out when i get back to oblivion, currently im playing MB warbands.


Yah, I'm going to have a look at automating repair/buff/repair. Repair especially should be easy to handle (getting your own gear repairred would simply be a matter of handing the minion your gear and some hammers). Buffs much less so as you need to start examining a character's spells for specific effects to determine if they have a suitable spell available before you can even begin to implement behaviour for it.
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SiLa
 
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Post » Sun Aug 22, 2010 11:49 am

Yah, I'm going to have a look at automating repair/buff/repair. Repair especially should be easy to handle (getting your own gear repairred would simply be a matter of handing the minion your gear and some hammers). Buffs much less so as you need to start examining a character's spells for specific effects to determine if they have a suitable spell available before you can even begin to implement behaviour for it.



i didnt mean buffs per say. i just meant curing themselves of diseases and healing themselves if they are really hurt bad. perhaps requiring that they have heal potions or cure disease potions in their inventory so its not too easy. :)
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Victoria Bartel
 
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Post » Sun Aug 22, 2010 3:09 pm

i didnt mean buffs per say. i just meant curing themselves of diseases and healing themselves if they are really hurt bad. perhaps requiring that they have heal potions or cure disease potions in their inventory so its not too easy. :)

Oh right, they already do that =)

Bethesda's basic AI is thankfully smart enough to use potions (and I think scrolls) so unless I explictly prevent them doing so any potions or poisons you give them they will use appropriately (I already added a toggle to stop them turning in potions with their loot so they don't give back the potions you give them)
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remi lasisi
 
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Post » Sun Aug 22, 2010 10:22 am

Bethesda's basic AI is thankfully smart enough to use potions (and I think scrolls) so unless I explictly prevent them doing so any potions or poisons you give them they will use appropriately (I already added a toggle to stop them turning in potions with their loot so they don't give back the potions you give them)

What about equipment? Can it be set up so they keep a set of equipment (amour, shield, weapon) and don't dump it into the loot bag when they unload? Perhaps they upgrade when they come across better stuff, perhaps not.

I guess you'd just need to check if it's equipped during the drop-off process?
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Nuno Castro
 
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Post » Sun Aug 22, 2010 11:53 pm

Looking for it for my necromancer char, thx!
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Nick Jase Mason
 
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Post » Mon Aug 23, 2010 12:00 am

What about equipment? Can it be set up so they keep a set of equipment (amour, shield, weapon) and don't dump it into the loot bag when they unload? Perhaps they upgrade when they come across better stuff, perhaps not.

I guess you'd just need to check if it's equipped during the drop-off process?


Yeah I'm ahead of you there. That had to be implemented anyway to stop summoned minions turning in their weapons. By default summoned minions can't loot stuff to prevent you exploitting them for free gear and make sure they don't die/unsummon and destroy the carried items. But I made it a toggle switch so you can take responsibility enable loot-carrying on summons anyway. Still on my to-do list to have minions review their gear after you open their inventory so they can upgrade to new and better gear >=3
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Jade Barnes-Mackey
 
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Post » Sun Aug 22, 2010 8:32 pm

Yeah I'm ahead of you there. That had to be implemented anyway to stop summoned minions turning in their weapons.

Awesome. Very well thought out.

Still on my to-do list to have minions review their gear after you open their inventory so they can upgrade to new and better gear >=3

Not sure how you're handling it, but I think CM partners does an equip/unequip on a torch to make the companion refresh his/her gear after doing a share. I think NPCs automatically (automagically?) equip the best gear when they equip themselves, but I'm not sure how they determine what is "best" - it is probably by price though for weapons/armour it should really be based on DoT or AC or something.
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Yonah
 
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Post » Sun Aug 22, 2010 3:05 pm

Yeah I'm still a bit hazy about the mechanism behind equipping. Stripping them and giving back their gear causes them to run about naked. Looking at similar mods (and what I think I did in 28 days) was to add a full body suit and immediatly remove it and that seems to spur them into reassessing their gear. Not sure why, seems like a rather weird way of of doing it, instead of just having a "equip best gear" function.
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Alada Vaginah
 
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