[Relz] Minionz! - One touch command system

Post » Mon May 16, 2011 2:17 am

This mod require OBSE 0018 to play, get it from http://obse.silverlock.org/



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 impatient, the aspiring Overlord or the 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. The interface is context sensitive, so clicking different kinds of object and using different mouse buttons produces different results; for example left clicking a foe sends one companion to attack, while right clicking a corpse sends all your companions to loot the area.

In addition, depending on your game setting you can recruit any NPC or join any faction 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.



New in 1.1.0!
  • Open Lock command; does exactly what it says on the tin
  • Interact Command: if there isn't a specialised command for it, then this what you're after, get your minions to push buttons, sit on chairs, grab loose objects, pick specific flowers and so on. If you can do it, so can they!
  • Loot auto-recovery: A new mode that changes it so you automaticlly pick the loot bag up instead of discard it when leaving the area, turn your loot bag into a logistics center if you arn't big on selling
  • Dialogue recruitment: Provides compatibility with mods that don't like you slinging spells at random NPCs ;)
  • Many many bug fixes xD



Features
  • One-click command system: Give your companions explicit orders such as "push this button", "attack this target" without a menu in sight
  • Innovative loot system: Have your companions loot dungeons, harvest alchemy reagents, sort their finds and carry it home with a single container
  • Command your summons: Your summoned creatures obey your commands too!
  • Companionless companion Mod: Recruit any NPC or Creature of your choosing into a companion or design your own. No more relying on pre-made companion packs
  • Flavoured recruitment: Play a necromancer, ranger, live amongst goblins or dremora and join their ranks.




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



Download
http://www.tesnexus.com/downloads/file.php?id=34576
Don't forget to pick up the read me, it includes a full list of commands



I'll leave the readme to explain some of the other features ;)
Recruitting Minions
By default all character have a lesser power called "Recruit Ally", if you cast this on an NPC or creature who considers you a friend, or is in the same faction as you they will join you as a companion. Additionally any summons or commanded creatures under your control will behave as minions and follow your attack and follow commands, though these minions cannot carry items for you.

Depending what character package you chose you will also be given a number of other character-based spells or powers for recruitting companions/minions, such as the power to command roaming undead or animals, all these powers can be found in your spellbook and work simply by casting them on the desired creature or NPC. One power even lets you join NPC factions such as goblins or bandits, allowing you to live amongst them and recruit them as allies.



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. It's important to know that commands take two forms. Order and Task commands. Order commands immediatly send all minions who arn't busy to go help out with it, Task commands are built up into a task list, and the minions will work their way down the list, minions busy with a task will ignore orders until they are finished with what they are doing. This might initially sound problematic, but it in fact allows you to have the bulk of your minions following your orders closely, while splitting the spares to do menial tasks like picking flowers.

For a full list of commands check the read me. They include Loot Area, Harvest, Repair Items and more



The Loot Bag
When issuing commands such as Carry, Loot or Drop a moveable "loot bag" will be dropped in front of you, this is the container that the minions will drop their loot into so you can quickly review all of their goodies and pick out what you want to keep or discard. You can manually drop the loot bag for your minions by dropping it like any other carried item, similarly if you click the bag inside your inventory you can open it and access it's contents like it were a container.

You do not need to take the bag with you, a new one will be provided if you issue another loot or carry command later on but the previous bag will be destroyed along with all of it's contents. If you crouch and activate the bag you will pick it up, beware though the bag weighs as much as all of it's contents and may be quite heavy, it's usually more practical to order your minions to carry what they can by left-command-clicking the bag.

Another handy feature is the bag's value changes to reflect the value of it's contents, so you can see at a glance what your loot is worth and how much it weighs, additionally if you pick up the entire bag you can sell it directly to a merchant for the full value of it's contents and the empty bag will be returned to you.



Summoned Minions
All standard summons (Including modified versions such as those used by Supreme Magicka or Mighty Magicka) are automaticlly treatted as minions. Due to the way Oblivion handles summoned NPCs it is not possible to issue advanced commands such as Harvest, Carry Loot, Loot Container to these summoned NPCs or tell them to hold position. However, summons do respond to attack commands so you can designate targets or send them in ahead as a shield. Also armed summons can benefit from having their weapons repairred or improved by an expert armorer minion.

Non-standard summons that don't use the game's summon-spell template (Such as those added by Midas Magic) are not automaticlly treatted as minions, but can be turned into a minion by casting an appropriate minionising spell on them after they have been summoned. In most cases these summons will respond to advanced commands such harvest or loot, though do be careful, in most cases any items these minions are carrying will be lost when they die or unsummon.



Equipment and Repairs

When you access a minion's inventory they will review their gear and equip what they feel to be best from what they are carrying. In this way you can supply your allies with better equipment if you want. Minions can also use potions and scrolls, there is a toggle in the options panel that stops minions from handing in scrolls or potions when they hand in loot and will instead keep them for themselves.

Additionally the minion with the highest armourer rank will be designated as the team's armourer. This NPC will hold onto any repair hammers he finds instead of turning them in. Every so often he'll go through the parties equipment and automaticlly repair everybodies gear to the best of his ability (including yours) providing he doesn't run out of hammers. The armourer benefits from the standard armourer perks and so armourers above rank 75 can actually repair your equipment beyond 100% and improve it while they need at least 50 to repair magical items. You can disable automatic repairs or adjust the interval between repairs on the configuration page.



...and more!...




Version 1.1.0
  • Fixed bug that allowed companions to loot from key-locked containers using Loot Target
  • Fixed bug that allowed novice and apprentice armourer minions to repair magic equipment
  • Fixed bug that caused mass-looting to stop after 10 containers/corpses
  • Fixed bug that causes minions to always sneak when looting
  • Fixed bug where holding the mouse + command key down could flood the task list
  • Fixed bug that could permanently prevent looting in theory
  • Fixed bug that caused the loot bag to erroneously show a "steal" icon in some situations
  • Removed Harvest (Solo minion) command to make room
  • Companions who normally offer services now continue to offer them when following you.
  • Improved minions reaction time to tasks
  • Added Open Lock command
  • Added Activate/Pick Up/Harvest Single command
  • Reduced follow distance slightly
  • Improved out-of-range teleport behaviour
  • Fixed harmless bug that caused multiple loot bags to appear briefly when mashing Loot Target
  • Added toggle for auto-recovering loot bag
  • Improved loot bag functionality further
  • Added toggle to make configuration widget droppable
  • Added recruitment dialogue option for roleplayers and Deadly Reflex compatibility.



Version 1.0.2
  • Fixed bug where NPCs were not re-equipping their gear after inventory managment
  • Fixed a mistake where a standard trash container had glass armor loot in it
  • Moved faction reference object to a non-Shivering Isle cell


Version 1.0.0
  • First release candidate

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Sophie Miller
 
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Post » Mon May 16, 2011 4:58 am

Oooh, awesome. I'll have some fun with this :3
Or at least, I would, if I could download the file! I assume it's nexus being a bit iffy, to which I say: hurry upppppppppppppp.
edit: There we go. Lovely ^_^
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Brandon Wilson
 
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Post » Mon May 16, 2011 8:08 am

Yessss! :celebration:

Now, to see if I can downgrade my custom CM Partner to regular NPC status and Minionize her instead. :lol:
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Alexandra Ryan
 
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Post » Mon May 16, 2011 8:17 am

Now, to see if I can downgrade my custom CM Partner to regular NPC status and Minionize her instead. :lol:


If you just tell her to "Wait here" she shouldn't struggle too much against her new programming ;)

...in theory xD
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Liii BLATES
 
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Post » Mon May 16, 2011 10:10 am

Oops. Just realised I accidentlly modified one of the stock trash-item containers when I was testing the loot command so that it now contains a quest item from Shiverring Isles and a rare pair of glass boots >.< Only a minor issue, easy enough to just... y'know, not pick up those items if you find that one barrel. But uploading a fixed version to avoid it becoming an issue

Edit: Anndddd uploaded... sorry ^^
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Jeneene Hunte
 
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Post » Mon May 16, 2011 4:32 am

This mod is really cool I must say :)
Could you increase the gold to weight ratio increments, when increasing it by only one it can get a bit tiresome My brain wasn't working when I typed that I saw gold to weight ratio but I was thinking minimum value...:facepalm:
The minions don't like to keep there clothes on after I access their inventory and they don't put anything in the lootbag but I will check the readme to make sure I'm using the right commands.
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Ross Zombie
 
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Post » Mon May 16, 2011 7:08 am

Looks like a cool mod so I installed it via OMOD in OBMM. Ran BOSS from within Wrye Bash but BOSS doesn't know where to order it:
"
-----------------------------------------------------------------
Unrecognised mod files:
Reorder these by hand using your favourite mod ordering utility.
-----------------------------------------------------------------

Unknown mod file: Minionz.esp"


Where do you suggest I place the esp file in my load order? Thanks.
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joannARRGH
 
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Post » Mon May 16, 2011 4:51 pm

The minions don't like to keep there clothes on after I access their inventory and they don't put anything in the lootbag but I will check the readme to make sure I'm using the right commands.


No you're right. I just tested it myself, I don't see what changed I only removed my debug tags and they've stopped looting corpses and re-equipping their clothes (granted I needed to test that more thoroughly anyway, most my tests were with creatures not NPCs), must've cut out one too many lines when cleaning up for release. Gonna have to fix this, first release something big always slips through >.< - well, the corpse flashes when the minion touches it, that means the AI package and activator is at least being placed correctly and is firing so it can't be too serious.


Edit: Ok the clothes thing was simple, I accidentlly chopped out the bit where I add the re-equip token to the NPC, duuurp. The looting thing is proving trickier, it looks like it's not passing the container reference from the token to the activator...

Edit Edit: Nope I'm wrong it seems to be something to do with the minimum loot value calculation... seems to be discarding items that should be transferred lemme investigate


So, anyone downloading the file you may want to get an updated version tommorow or hold off downloading til then unless you only plan to use creature companions.



@Pepper: BOSS won't know as it's not on their list ;p - Shouldn't really matter where you put it as it only adds functionality not rely upon stuff lower in the load order, or replace stuff higher in it. "Anywhere" basiclly xD
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Charlotte X
 
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Post » Mon May 16, 2011 5:58 am

Br0tsk: After 45 minutes testing I discovered there wasn't anything wrong with the looting >.< - I'd accidentlly switched on the minimum loot value hence they wern't stripping the bodies in my own tests and like I suspected you had mixed up the meaning of the loot value ratio and set it impossibly high xD

I did fix the re-equip bug though. I accidentlly chopped out a line of code when cleaning up for release. The drop gear command you're right isn't behaving as expected, though for now mass-drop-gear does work so I'll put that in with the next proper update since it's not a game breaker. So yeah, it's ok to download once more problems resolved ;p
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Alina loves Alexandra
 
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Post » Mon May 16, 2011 4:05 pm

Just to let you know I reported it to the BOSS thread already so it will be added soon. Corpse looting seemed to work ok for me I just didn't know the proper command to use to make them drop the loot just had to get past that little learning curve with the controls.

May I be so bold as to make a teeny tiny suggestion? could you reduce the follow distance to about half what you have it set to now because it feels more like I'm being stalked than having a couple followers :P and one other thing, I hate to be the guy to ask this since your mod tries to do away with dialogue menus but could you maybe make an optional esp to replace the recruit, faction join and dismiss spells to dialogue choices pretty please, the reason I ask is because Deadly Reflex makes NPCs duck and turn hostile when you try to cast a spell at them, I would understand if you didn't want to do that though so no worries if it's not something you want to do.

Edit: I was wondering if they are supposed to pick up individual items that are placed in the game and not in a conatiner like for example a book on a shelf, if I use the loot order it says the minion is being sent to grab the item but nothing happens.
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Sakura Haruno
 
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Post » Mon May 16, 2011 8:39 am

I hate to be the guy to ask this since your mod tries to do away with dialogue menus but could you maybe make an optional esp to replace the recruit, faction join and dismiss spells to dialogue choices pretty please, the reason I ask is because Deadly Reflex makes NPCs duck and turn hostile when you try to cast a spell at them, I would understand if you didn't want to do that though so no worries if it's not something you want to do.


It seems reasonable to at least have a recruitment dialogue option - I'll add that to next update. Casting a spell on people isn't very "roleplay-ey" and I'm not trying turn Oblivion into an action RPG and toss roleplay out the window ;p. Mostly I'm just being lazy by not including one as it's easier and I'll still need the spell anyway for recruitting creatures since you can't talk to them so players would need to have both options even with the dialogue option instated.

I've got a bunch've stuff lined up for next update anyway - Open Lock, possibly Activate Object and I want to try find a way to get some sort've tutorial into it to help the learning curve (which is, admittedly rather steep xD). I also need tweak the teleport behaviour for minions out-of-area as they tend to trip you over xD.
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Racheal Robertson
 
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Post » Mon May 16, 2011 7:33 am

Thank you :) that's great because I'm playing no magic at all character so recruit and dismiss is all I really need, even the faction join isn't all that necessary and will probably just clutter the dialogue menu. Have you considered reducing the follow distance? sorry if I'm being a pest you can shoo me away whenever you want lol.
I know opening locks is possible because toasters companion share & recruit has that function don't know about activate object though.
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Jake Easom
 
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Post » Mon May 16, 2011 4:56 pm

I hadn't really paid the follow distance much attention, it didn't seem to be a problem but most my testing has been with a wolf companion who runs about twice as fast as I do so soon as I give an order he's flown past me and is off maulling my target (even when that target is say... my backpack), I'll have a look see if it needs reigning in
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Sammygirl
 
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Post » Mon May 16, 2011 7:23 pm

Alrighty, here's my checklist for next update (and progress ;p)

Stuff marked in orange have been done, stuff in grey are to-do but will definatly be in next update.

  • Companions who normally offer services now continue to offer them when following you
  • Fixed bug that allowed companions to loot from key-locked containers using Loot Target
  • Fixed bug that allowed novice and apprentice armourer minions to repair magic equipment
  • Fixed bug that caused mass-looting to stop temporarily after 10 containers/corpses in one session
  • Fixed a serious bug that could permanently bug looting .
  • Added Open Lock command
  • Added Activate (aka. Pick Up/Harvest Single/Use/Bother) command
  • Tweaked follow distance
  • Tweaked out-of-range teleport behaviour
  • Added optional .ini configuration file
  • Fixed harmless bug that caused multiple loot bags to appear briefly when mashing Loot Target
  • Added toggle for auto-recovering loot bag
  • Added toggle to make configuration widget droppable
  • Added optional recruitment dialogue option for Deadly Reflex users



The new activate command is particularly versatile, it basiclly lets a minion activate objects in the world in the same way as when you yourself press the use key; you could send a minion to push a button, pull a lever, pick up an object outside of a container, spam it on several specific plants to harvest just those few plants etc. The function does replace the old harvest solo command though so you do lose that but it's not really a big loss for the additional function you gain.

The auto-recover feature I'm adding when enabled causes it so that instead of the old loot bag being destroyed and a new one replacing it when you move out of range, the old bag will instead teleport itself (yay mysticism?) into your backpack... probably creushing your spine in the process but hey, it's intended as a safeguard against losing your loot ;)


Edit: I've identified a couple of weaknesses in the current task system, hopefully it'll be far more robust now, less cases of minions standing around
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Laura Elizabeth
 
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Post » Mon May 16, 2011 7:29 pm

The fixes look great. I too had this happen: I opened the inventory of my minion, took nothign, closed it, and all her armor dissapeared. I checked both her and my inventory again and I hadn't taken anything- her armor was still there in her inventory. Is this a bug?
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Fiori Pra
 
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Post » Mon May 16, 2011 5:54 am

The fixes look great. I too had this happen: I opened the inventory of my minion, took nothign, closed it, and all her armor dissapeared. I checked both her and my inventory again and I hadn't taken anything- her armor was still there in her inventory. Is this a bug?


Yeah that was a bug in the very first release (1.0.0) I rolled out a fixed version a few hours after when I realsied my mistake, I'd accidentlly chopped out a line of code when cleaning up. Just re-download it (ideally download the zip version and replace the .esp file) that'll sort it.
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SiLa
 
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Post » Mon May 16, 2011 12:32 pm

Looking good so far. I like the list of planned features, especially the pick lock and fetch/use one item.

Some questions, both for the current and future versions:
Can you un-minionize an NPC? If so, do they just revert to their normal AI? I'm thinking of two scenarios: taking a regular NPC adventuring, say one of the mage guild members, who turns out to be important for a quest later; also, there's times when the game gives you followers (ie, the battle in Kvatch near the start of the MQ), and it would be nice to be able to fully minionize those followers and then let them go when the battle's over.
Will a minion be able to try to pick a locked door?
Will lockpicking potentially require a gazillion lockpicks? They can be hard to come by for a non-thief type.
Will you be able to try lockpicking until successful or will the minion simply have a "skill vs lock difficulty" type of success chance, where it's possible to never succeed?
Will the follow distance be tweakable via the ini file?

On a technical note, can you have a different ini file per character? I'm including this code in my recent mods which lets you have separate settings per character, and gives the player the option store the ini file either in \data\ or \data\ini\ (some people are fussy that way...)

Spoiler
	let Playername := player.GetName	let Filename := sv_Construct "data\ini\DS Portable Sorters - %z.ini" Playername	if FileExists $Filename		RunBatchScript $Filename	else		let Filename := sv_Construct "data\DS Portable Sorters - %z.ini" Playername		if FileExists $Filename			RunBatchScript $Filename		else			let Filename := sv_Construct "data\ini\DS Portable Sorters.ini"			if FileExists $Filename				RunBatchScript $Filename			else			let Filename := sv_Construct "data\DS Portable Sorters.ini"				if FileExists $Filename					RunBatchScript $Filename				else					let Default := 1 ; no ini file found, use default settings				endif			endif		endif	endif

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adame
 
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Post » Mon May 16, 2011 7:11 pm

Some questions, both for the current and future versions:
Can you un-minionize an NPC? If so, do they just revert to their normal AI? I'm thinking of two scenarios: taking a regular NPC adventuring, say one of the mage guild members, who turns out to be important for a quest later; also, there's times when the game gives you followers (ie, the battle in Kvatch near the start of the MQ), and it would be nice to be able to fully minionize those followers and then let them go when the battle's over.

Yeah. When you unminionise an NPC they'll revert to their original AI package. Quest related scripts can work unpredictably, sometimes quest events can co-exist with minion AI sometimes they fight. In most cases though simply unminionising them temporarily will resolve any problems.

Will a minion be able to try to pick a locked door?

Yep. Also once a minion picks a locked container if the order is set to "mass loot", a minion will come along and loot the newly unlocked container.

Will lockpicking potentially require a gazillion lockpicks? They can be hard to come by for a non-thief type.
Will you be able to try lockpicking until successful or will the minion simply have a "skill vs lock difficulty" type of success chance, where it's possible to never succeed?

Skill Vs Difficulty to avoid wasting a bazillion picks. Minions will need a lockpick to open locks but they will never break it, however they can ONLY open locks within their skill level as opposed to players who can open any lock provided they win the minigame.

Will the follow distance be tweakable via the ini file?

Unfortunatly not, that's set inside the package file and can't be altered at runtime.



Remember the .ini is purely for setting the default settings, ie. having the command key pre-set, having potion retention toggled on by default not off. Once you change the in-game settings those settings are saved in the save file; changing the .ini will not change the in-game settings thereafter, and the time it takes to set up an .ini for each new character could've been better spent just starting the game and opening the options panel ;)
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Sammi Jones
 
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Post » Mon May 16, 2011 4:51 am

I noticed that if a minion runs off to attack an enemy and they are a bit of a distance away (but still in sight) when you use the follow command they teleport to your side, could you make it so that they run over to you rather than teleport?
Another (minor) thing is when you tell a minion to wait and then go really far away like across the world and then use the follow command they instantly appear next to you when you change cells maybe you could tweak it so the follow command only applies to minions that are in the same cell as you when it is used.
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Ross Thomas
 
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Post » Mon May 16, 2011 12:36 pm

I noticed that if a minion runs off to attack an enemy and they are a bit of a distance away (but still in sight) when you use the follow command they teleport to your side, could you make it so that they run over to you rather than teleport?
Another (minor) thing is when you tell a minion to wait and then go really far away like across the world and then use the follow command they instantly appear next to you when you change cells maybe you could tweak it so the follow command only applies to minions that are in the same cell as you when it is used.


Teleportation is the lesser of two evils.

a) The player uses a jump or fly spell to cross a lava lake; minion jumps in and dies since minions are allowed to swim

B) The minion is a creature like a wolf that swims very slowly, the player doesn't notice this and the wolf gets left behind... leading to C).

c) The player leaves the vicinity of a trash NPC (like a bandit or goblin) with no low-level-processing running a task other than "follow". The creature ceases AI processing (an engine limitation), the creature can no longer respond to commands and thus will remain stuck in limbo until the player returns to that cell. If the player does not return within 3 days it is purged by the cell reset and destroyed permanently along with any items it's carrying.

Thats why I teleport the minion to the player unless they are running a "Hold position" order (I just take the risk that if the minion has no low-level-processing that the player will know where they left them and come back for them, I actually intended the player to go meet their minions and call them not to try call them from over 9000 miles away ;p)


In the next update where I said I've tweaked teleportation, I'll be moving the NPC to a position a short ways behind the player's field of view to give the illusions they simply caught up so you'll never actually see them teleport unless you run around in 3rd person with the camera swung backwards
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Yvonne
 
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Post » Mon May 16, 2011 8:43 pm

http://www.tesnexus.com/downloads/file.php?id=34576

One hell of a long change list, always the way with first releases. Get time to add some of those must-have features and also iron out a few bazillion bugs that slipped you by in development >.< - the new left click command is especially smooth.



New in 1.1.0!
  • Open Lock command; does exactly what it says on the tin
  • Interact Command: if there isn't a specialised command for it, then this what you're after, get your minions to push buttons, sit on chairs, grab loose objects, pick specific flowers and so on. If you can do it, so can they!
  • Loot auto-recovery: A new mode that changes it so you automaticlly pick the loot bag up instead of discard it when leaving the area, turn your loot bag into a logistics center if you arn't big on selling
  • Dialogue recruitment: Provides compatibility with mods that don't like you slinging spells at random NPCs ;)
  • Many many bug fixes xD



Version 1.1.0
  • Fixed bug that allowed companions to loot from key-locked containers using Loot Target
  • Fixed bug that allowed novice and apprentice armourer minions to repair magic equipment
  • Fixed bug that caused mass-looting to stop after 10 containers/corpses
  • Fixed bug that causes minions to always sneak when looting
  • Fixed bug where holding the mouse + command key down could flood the task list
  • Fixed bug that could permanently prevent looting in theory
  • Fixed bug that caused the loot bag to erroneously show a "steal" icon in some situations
  • Removed Harvest (Solo minion) command to make room
  • Companions who normally offer services now continue to offer them when following you.
  • Improved minions reaction time to tasks
  • Added Open Lock command
  • Added Activate/Pick Up/Harvest Single command
  • Reduced follow distance slightly
  • Improved out-of-range teleport behaviour
  • Fixed harmless bug that caused multiple loot bags to appear briefly when mashing Loot Target
  • Added toggle for auto-recovering loot bag
  • Improved loot bag functionality further
  • Added toggle to make configuration widget droppable
  • Added recruitment dialogue option for roleplayers and Deadly Reflex compatibility.



And with all that out the way and no immediate or major changes lined up for Minionz! - I think it's time to chase up my next project... http://img835.imageshack.us/img835/8417/screenshot93d.jpg


The only feature that didn't make it into 1.1.0 is .ini configuration. People keep asking me for this but I can't seriously justify it, there's only about 5 configurable variables, all of them can be changed from within the game, those changes are saved per-save-file so it's not like you need save-seperate configurations and the only 2 that really matter are so complex and have so many hidden sub-variables, that you can either configure them with 2 clicks on mod startup taking a total of 4 frames of CPU time, or by looking up a directX scancode and setting 10 variables by hand in an .ini, the latter is long widned for the user and means i have to implement a feature that I already have a better solution implemented for xD
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Marie
 
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Post » Mon May 16, 2011 12:00 pm

Thanks for dialogue recruitment ;) and the update in general :)

edit:checked out the screen of your new magic shaders and that looks awesome to :)
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Christina Trayler
 
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Post » Mon May 16, 2011 9:37 pm

So I'm going to make a custom animal companion for my ranger. I'm going to make a new creature record so that the follower can level with the PC, be essential, have low-level processing - good stuff like that.

Should I give the critter any AI packages? I basically plan create a ref in the gameworld someplace, load the mod, placeatme him to the player, and minionize him. So in theory he doesn't need any AI if he's never acting independently, right? How about agression etc?

And the same applies for a custom NPC: give em AI or not?

Thanks!
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Guy Pearce
 
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Post » Mon May 16, 2011 7:41 pm

So I'm going to make a custom animal companion for my ranger. I'm going to make a new creature record so that the follower can level with the PC, be essential, have low-level processing - good stuff like that.

Should I give the critter any AI packages? I basically plan create a ref in the gameworld someplace, load the mod, placeatme him to the player, and minionize him. So in theory he doesn't need any AI if he's never acting independently, right? How about agression etc?

And the same applies for a custom NPC: give em AI or not?


You can give them AI/packages if you want so they do something intresting while waitting for your return when you dismiss them; that won't interfere with the minioned behaviour, but that said as you correctly pointed out you could just not give them any AI and it'll be fine. The only AI stat you need worry about is Responsibility (100 will report you for crimes), the other AI settings are modified when you minion them and reverted back to their old state when you release them.
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Sophie Morrell
 
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Post » Mon May 16, 2011 10:17 am

OK guys... .ini configuration

What's this all about? - I've been away from the mod scene for 6 months before starting this so I'm not really all that up on what's new and what's hot. But I keep getting people asking me to add .ini functionality, and even a few people on Nexus telling me they'd love to endorse the mod but won't until I add .ini configuration.

Now, I've looked at other mods that use .ini configuration and as far as I can see it allows people a way to fine-tune certain more hard coded aspects of a mod from outside the game instead of having runtime configuration (Which seems like a step backwards in a way but has less menu screens); that makes sense for stuff like Supreme magicka which has a lot of variables. But this mod just doesn't HAVE that many variables... let's just go over what variables would be accessible or of intrest:

Command Key - Requires a DirectX scancode, you can bet your ass people would just type "X" or "Ctrl" on this line and have the mod break. It takes 2 seconds to hold the desired key down on first boot

Start game with X spells - list of about 8 entries. The player can already click a single package on startup which pre-configures all 8 variables or they can make their own. Since packages are character specific why would you want a global preset anyway?

Flavour text style - Configurable from in game, not forced upon startup

Bag Auto-recovery - Configurable from in game, not forced upon startup

Minions retain potions - Configurable from in game, not forced upon startup

Repair Frequency - Configurable from in game, not forced upon startup

Follow Distance - This'd be a useful variable, but the follow distance is set inside the follow package due to bethesda's way of making the AI and can't be altered at runtime



So, basiclly 2 of those options are complex enough that they're justified to be configured from in game, only about 4 of the variables might be worth pre-configuring IF you don't like their default state (50/50 chance since they're toggles) and the only variable that'd be much use isn't changable - so why am I getting all this fuss off people? xD - is there some other magic feature that .ini configuration would allow for?
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CHARLODDE
 
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