[Relz] Minionz! - One touch command system

Post » Mon May 16, 2011 6:48 pm

The idea is that people got so sick of starting a new game and having to go through 5 or 6 config screens (In one case I had, they interfered with the startup config of an alt. start mod, leaving me hanging in the void for all eternity), so doing everything ini based and never showing a single config menu became the new "thing to do". It's not really a case of "Gee, I hate menus!", it in theory lets mods work together a little bit nicer, and streamlines new games slightly. However, I agree, it really doesn't seem necessary here, unless you decide to add configurability into all the little calculations nobody would ever reasonably make a change to.
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Mon May 16, 2011 5:48 pm

The idea is that people got so sick of starting a new game and having to go through 5 or 6 config screens (In one case I had, they interfered with the startup config of an alt. start mod, leaving me hanging in the void for all eternity)

I've had this too. For older mods I've gone in and found what variables I need to set, and made a text file that I call with bata data\newgame.ini after clicking through all the popups with a new game.

The other thing is, once I tweak the mod ingame for one character and get it the way I like (for weight/gold, potion preference, repair freq, whatever) I like to forget about it. With an ini file it just happens for the next character automatically: the next character (and any existing character that susequently loads) gets the same settings without my needing to fart around with the config item or anything. I dunno about other people, but I usually have two or three characters on the go. I used to be a chronic restarter too but I seem to have gotten past that...

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

Nah, there's so many inis with key config, it's old hat now... Most people can figure out what to do with "http://cs.elderscrolls.com/constwiki/index.php/IsKeyPressed3"

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?

Solution: make the ini files character specific: Minionz - My Character.ini

Of course, all that being said... it's your mod! If people don't like what you're giving them for free, then to 'eck with 'em!
User avatar
DeeD
 
Posts: 3439
Joined: Sat Jul 14, 2007 6:50 pm

Post » Mon May 16, 2011 10:47 am

Hay ive been looking for a mod like this for a long time.But i cant get the mod cause i cant use OBSE so looks like im out of luck.But the mod sounds very fun i hate talking to the companions for a half hour for two things to be done lol.
User avatar
El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Mon May 16, 2011 8:36 am

Hay ive been looking for a mod like this for a long time.But i cant get the mod cause i cant use OBSE so looks like im out of luck.But the mod sounds very fun i hate talking to the companions for a half hour for two things to be done lol.


Alas, vanilla Oblivion lacks many of the commands vital to make this sort've mod work such as a way to determine the target under the player's crosshair (Which OBSE supplies) =(
User avatar
Danny Warner
 
Posts: 3400
Joined: Fri Jun 01, 2007 3:26 am

Post » Mon May 16, 2011 7:24 pm

Excellent mod. Easy to set up, intuitive and immersive to use. Works perfectly so far - although I've only checked it out briefly. In short, brilliant work - thanks for sharing! :foodndrink:

Also, I wonder how this would work with a companion, e.g. if minionizing Vilja? I've always wanted to be able to have her stay while exploring via an hotkey or something, for example, but this is even better.

EDIT: Seems to work fine. :) Makes exploring dungeons with her much more immersive. Now I can have her stay back in sneak while my char explores a bit ahead - and then signal her to catch up. Excellent. I hope there are no general problems with using Minionz on Vilja - but I can't really see why it would.

Also, while I personally am using Custom Spell Icons, it would be cool with custom icons for the Minionz spells.
User avatar
no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Mon May 16, 2011 4:52 pm

Also, I wonder how this would work with a companion, e.g. if minionizing Vilja? I've always wanted to be able to have her stay while exploring via an hotkey or something, for example, but this is even better..


Havn't heard of the custom spell icons (Been away a while =p). I'll have a look see what that's about.

Minionising conventional companions has varying degrees of success depending how "aggressively" their AI packages are forced into effect. If they have a pre-set batch of packages that are triggered by variables or tokens hen the results are very good. For most other companion type mods simply dismissing or telling a companion to "wait" and then issuing minion commands should be ok. But CM partners have proven to be much more "aggressive" and even when told not to take any action of their own often actively override the minionz AI packages and behave erraticlly.
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Mon May 16, 2011 11:29 am

Havn't heard of the custom spell icons. I'll have a look see what that's about.

Minionising conventional companions has varying degrees of success depending how "aggressively" their AI packages are forced into effect. If they have a pre-set batch of packages that are triggered by variables or tokens hen the results are very good. For most other companion type mods simply dismissing or telling a companion to "wait" and then issuing minion commands should be ok. But CM partners have proven to be much more "aggressive" and even when told not to take any action of their own often actively override the minionz AI packages and behave erraticlly.


http://www.tesnexus.com/downloads/file.php?id=26196. I've already given the spells custom icons via it - but I meant that it would be a nice touch if the spells had unique icons in Minionz, rather than the default Burden icon for scripted effects.

I've noticed that it's Minionz that seems to determine Vilja's combat AI. She's set to only defend herself in, but responds on sight after minionizing her. But it's awesome to have access to Minionz commands. This must be the ultimate way to implement an immersive command system really. :goodjob:
User avatar
GLOW...
 
Posts: 3472
Joined: Thu Aug 03, 2006 10:40 am

Post » Mon May 16, 2011 6:29 pm

Hi,

Is this mod compatible with Companion Share And Recruit?

I mean, CS has already a command system...

thank you,
User avatar
Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

Post » Mon May 16, 2011 6:20 pm

Companion Share & Recruit isn't really necessary if you have this mod; it has all but one of the commands IIRC which is the support mode command (loot/heal/repair group in one toggle command)
Try them each on their own to find which one suits you better though they each have little things the other doesn't, personally I like this one better because it involves little to no dialogue and after using it a short while it feels like second nature to give commands.

If you're interested Ryuujin it would be nice to have a healing command added in a future update maybe just by tapping the command button once or twice if that is possible.
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Mon May 16, 2011 5:43 pm

I get a visible http://www.bluemelon.com/photo/18688/828658.jpg directly under the PC when loading a save with Minionz. That is, it's there with Minionz checked but gone when loading the save without it, so it seems to be connected. Guess it has a function but isn't meant to be visible.
User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Mon May 16, 2011 10:30 pm

I get a visible http://www.bluemelon.com/photo/18688/828658.jpg directly under the PC when loading a save with Minionz. That is, it's there with Minionz checked but gone when loading the save without it, so it seems to be connected. Guess it has a function but isn't meant to be visible.


Yeah it's the activator used to trigger the maintenance spell and also send the "stop all tasks" signal, I forgot to change it from it's minimally invasive candle flame model to an invisible model before release.


If you're interested Ryuujin it would be nice to have a healing command added in a future update maybe just by tapping the command button once or twice if that is possible.


The tricky bit with healling is I need to correctly identify a healling spell on a suitable minion, I think I know how now I give it some proper thought instead of "ZOMG too hard" xD
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Mon May 16, 2011 5:53 pm

I just gave this a test-run through the Akaviri Fort at Pale Pass. I recruited the Undead Soldiers, then went back and demolished the resident Ogres :flamethrower: Much fun all around. However, I've encountered one problem that makes it a game-breaker, at least for me. I'm also using http://www.tesnexus.com/downloads/file.php?id=15619, and minion-kills don't register :( Miscellaneous actions like opening locks and gathering plants also do not yield experience points, but those are minor compared to not getting xp for kills.

Other than that, the mod woks as advertised. Right now I'm gathering as many recruits as my hardware can handle, then launching an assault upon the Arcane University :hubbahubba: While my scripting knowledge is limited, I suspect the problem lies in the faction alignment, since normal Conjuration Summons are treated as Companions by OXP, and will grant experience for kills. I really hope you can work out a compatibility patch, so I can use the mod in my real games. Cheers m8.
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Mon May 16, 2011 12:14 pm

Other than that, the mod woks as advertised. Right now I'm gathering as many recruits as my hardware can handle, then launching an assault upon the Arcane University :hubbahubba: While my scripting knowledge is limited, I suspect the problem lies in the faction alignment, since normal Conjuration Summons are treated as Companions by OXP, and will grant experience for kills. I really hope you can work out a compatibility patch, so I can use the mod in my real games. Cheers m8.


I'm guessing the mod works by determining if a member of player faction made the kill, however I can't do that because if you add say, a bandit to your entourage and give it the player faction ALL bandits will count as player faction and that'll muck up all sorts of stuff (not to mention whenevr any bandit anywhere in the game makes a kill, you'll get credit)

You can't really levela ccusations of my mod beign "gamebreakingly flawed" when in fact the flaw lies with you using a completely custom XP system that behaves in a way Oblivion was simply not designed to accomodate ;p
User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Tue May 17, 2011 2:36 am

I didn't say 'gamebreakingly flawed' :( I said 'game-break for me', personally. The mod is still tons of fun to mess around with, I just need to be careful about not using it w/ my serious characters. So I gather there is no way to change the faction of individual minions w/out affecting all of the same type?
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Mon May 16, 2011 7:09 pm

I watched the trailer and....oooo....this is the way companions mod I've wished for some times. The fact that it looks intuitive and easy to "command" is what I liked most. Is that an NPC jumping at 00:39 in the trailer, by the way?

Though I can't use this right now, I'll try to use it when I have the opportunity and give feedback.

Thanks and keep up the charming work! :goodjob:
User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Tue May 17, 2011 1:40 am

Posting the following from Nexus to give this thread a bump and make sure my bug reports are getting to Ryuujin - thanks for the awesome mod mate. Anyone not using this really should try it out. It's very good:

Fantastic! Made a small edit to one of the scripts to prevent the Join Me dialog from being added to every character (I don't use Deadly Reflex), other than that it is everything I wanted it to be. Thank you.

Edit: Just found that the loot bag command doesn't seem to be working on MMM/Fran adventurers. Still a great mod though :).

Edit #2: Another bug. Accessing the inventory of a minion who has a bound weapon active will cause the game to freeze. Going to post these on the official thread on the gamesas forums now, to give this mod a bit of a bump cos it's ace. Also, who drew that artists impression picture? It's beautiful.


Edit: Alas, just as I was getting into playing, I started getting a lot of crashes and sadly it is due to the addition of Minionz. It may be the scripts running on the MMM/frans (can't tell which they are) adventurers as they run around and loot things, get into fights and generally act all scripty - or perhaps the interior actors have torches mod/drop lit torches OBSE? I notice whilst checking/updating their inventory that they create a new torch. Anyway, I'm taking it out of my load order for now but will keep an eye out for updates and hopefully these will be sorted out at some point soon.

Cheers,

ZB
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Mon May 16, 2011 10:18 pm

Oh wow, I am so trying this mod out. I don't even use companion mods, but being able to order my summons around, now that sounds useful!
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Tue May 17, 2011 1:34 am

I'm not at all sure this mod is working.

When the menu comes up to select choose activator key and I'm given the 'done' button - am I supposed to press that then press the key I want or keep the key pressed then click done.

If I do the first I can't seem to get the key recognized and if I do the second then the menu goes away but no message saying the key is selected.

I don't think it is. Because I can't seem to get a minion to do anything as described in the readme. :brokencomputer: I'm also not getting the minionize spell. Is it called minionize in game?

I too would really appreciate an ini - actually any mod that has keys to be assigned I'd appreciate an ini.

It could be because the NPC I'm testing on is not really supposed to be a companion and is supposed to die (I think) - the guy who hires you to find his dad in Windfall).

[edit] OK I think I got it working - that NPC was just a pain and I realize that only the freeplay option gives the minionize spell.
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Mon May 16, 2011 6:50 pm

IIRC you're supposed to hold the key you want and then click done, if that doesn't work then I suppose you could try a clean save and try again but you probably already know that.
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Mon May 16, 2011 7:34 pm

I installed minionz and was running it okay at first. I forgot about it and didn't use it for several months. I tried to today but clicking on the minionz configuration option in my inventory screen results in no settings menu opening. I minionized and NPC and tried to get them to carry out tasks like harvest flora by right-clicking on the flora, but they did nothing. I also tried several other tasks, like toggling between following me or standing still, but that didn't work either. I am running OBMM 1.1.12 and OBSE 18.6 so I am not sure why it isn't working. I uninstalled it from OBMM and reinstalled it, and then ran BOSS and rebuilt my bashed patch, but that didn't work either.

I thought deleting the OMOD version and then reinstalling would reset everything and allow me to open the minionz configuration menu in the game, but it didn't. Any advice?

Thanks.
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Tue May 17, 2011 4:09 am

I installed minionz and was running it okay at first. I forgot about it and didn't use it for several months. I tried to today but clicking on the minionz configuration option in my inventory screen results in no settings menu opening. I minionized and NPC and tried to get them to carry out tasks like harvest flora by right-clicking on the flora, but they did nothing. I also tried several other tasks, like toggling between following me or standing still, but that didn't work either. I am running OBMM 1.1.12 and OBSE 18.6 so I am not sure why it isn't working. I uninstalled it from OBMM and reinstalled it, and then ran BOSS and rebuilt my bashed patch, but that didn't work either.

I thought deleting the OMOD version and then reinstalling would reset everything and allow me to open the minionz configuration menu in the game, but it didn't. Any advice?

Thanks.
Did you do a clean save? As in completely remove the mod save then reinstall so that it is like a new mod again.

The readme could use some work I tell ya. Plus it is not at all clear that several of the options are not available unless you choose the package that is essentially a cheat allowing you to command anyone. Needs more attention to detail and implementation.
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Mon May 16, 2011 9:10 pm

Hmm, maybe not.

So, to get this straight:

1) remove mod. completely.
2) open my last saved game, then save again. close
3) reinstall mod
4) load most recent save, such that i am loading a saved game that didn't have minionz running.



Correct?
User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Mon May 16, 2011 1:16 pm

Yes that is called a clean save.

What I call a squeaky clean save is loading without a mod installed then waiting out a cell reset. But those are only necessary with mods that alter leveled lists and spawn points.

Since this does nothing quest related and is very narrow in scope a clean save should be more than enough. So that when you load it up again you have to reinitialize it and choose new hotkey, etc.
User avatar
Nany Smith
 
Posts: 3419
Joined: Sat Mar 17, 2007 5:36 pm

Previous

Return to IV - Oblivion