[RELZ] Companion Vilja ver 3.0 - thread no 9

Post » Wed Mar 30, 2011 8:23 am

Argh. :banghead:
She is doing it again. She went back to this jerky motioning and keeps equiping and unequiping her shield. I am at wits end with this. :ahhh:
I do want to have Vilja with me, but I have to keep resetting her and that's no fun. I need some big time help.

Raed

First, access her inventory and take away any enchanted items she might be wearing. Then open the console window and click on Vilja. Then type "sdt 8" and then "tdt". That should show the MAGIC INFO debug text and let you see what spell effects are currently active on her.

She should have either one or two magic effects active. One is her Nord Frost Resist Immunity and by default she'll also have an Encumbrance Fix Ability with a 1 point Burden effect.

Any other effects are the most likely cause of the problem and seeing their names should help. If it's not something showing on that screen, you might also try "sdt 33" and see if her AI packages keep changing. If so, it's most likely because something is giving her a "token" object that is confusing her own scripted AI.
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Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Wed Mar 30, 2011 6:47 am

First, access her inventory and take away any enchanted items she might be wearing. Then open the console window and click on Vilja. Then type "sdt 8" and then "tdt". That should show the MAGIC INFO debug text and let you see what spell effects are currently active on her.

She should have either one or two magic effects active. One is her Nord Frost Resist Immunity and by default she'll also have an Encumbrance Fix Ability with a 1 point Burden effect.

Any other effects are the most likely cause of the problem and seeing their names should help. If it's not something showing on that screen, you might also try "sdt 33" and see if her AI packages keep changing. If so, it's most likely because something is giving her a "token" object that is confusing her own scripted AI.


OK, here is what I found:

1) She had no magic items on her.
2) Checked the magic info and this is what is saw:
a) Resist Frost - Nord Immunity
b ) Restore Fatigue - Vilja's special ability
c) Burden effect - Encumberance Fix Ability
d) Fatigue effects - Realistic Fatigue effects mod
e) Water Breathing - Vilja's special ability
3) Checked her AI package while she was acting weird.
It looks like her her combat and follow packages were acting up. They would keep switching back and forth constantly.

Does that help?

Raed
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Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Post » Wed Mar 30, 2011 7:06 am

OK, here is what I found:

1) She had no magic items on her.
2) Checked the magic info and this is what is saw:
a) Resist Frost - Nord Immunity
b ) Restore Fatigue - Vilja's special ability
c) Burden effect - Encumberance Fix Ability
d) Fatigue effects - Realistic Fatigue effects mod
e) Water Breathing - Vilja's special ability
3) Checked her AI package while she was acting weird.
It looks like her her combat and follow packages were acting up. They would keep switching back and forth constantly.

Does that help?

Raed


Just a long shot as I haven't used it, but have you tried with kuerteeNPCsYield.esp unchecked? That's about the the only mod in your load order that I can imagine could interfere with this.
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Hearts
 
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Joined: Sat Oct 20, 2007 1:26 am

Post » Wed Mar 30, 2011 3:04 pm

Just a long shot as I haven't used it, but have you tried with kuerteeNPCsYield.esp unchecked? That's about the the only mod in your load order that I can imagine could interfere with this.


Finestkind. :foodndrink: Arkngt, that was the bugger. Unchecked that mod and she worked like a charm. Was doing the Virtuous Blood quest and fought a few vampires. She went in and out of combat correctly. What I think is happening is that when and NPC that was hostile suddenly changes his/her disposition after yielding to 100, it must throw off Vilja's AI package and gets stuck in a loop. Thanks for that tip. I really appreciate it. :goodjob:


Raed

PS: I should alert kuertee about this....
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yermom
 
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Post » Wed Mar 30, 2011 11:24 am

Well after 500 game hours of running around with Vilya we finally got around to finishing the Main Quest. Something rather curious happened from when I returned to Martin with the Great Welkynd Stone onwards though, Vilya stopped talking! Absolutely no idle pvssyr as we were going from Cloud Ruler Temple to the battlefield outside Bruma, none in the Great Gate, no pvssyr in Mankar's Paradise and none as we took Martin to the Imperial City. After the Main Quest had ended she finally started her idle pvssyr again, how I missed it! Funny how you miss something when you realise it's no longer there, I never asked her to stop talking yet for a long while complete silence when I wasn't talking to her directly.

Another issue I've noted is that friendly NPCs seem to get confused as to whether Wolfgang is friendly or not. It's fine before a battle but if say a battle starts between us and some bandits, but then Imperial Guards join in I've noticed that they have a tendancy to attack Wolfgang and vice versa. I was forced to send Wolfgang home before the Battle for Bruma because the first time I attempted it Wolfgang caused chaos because he wouldn't descriminate between friend or foe not good when Wolfgang is lvl 37 (I'm currently lvl 40) and considerable more powerful than the average wolf!

Here is my modlist if that helps:

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.3]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.73]05  Open Cities Resources.esm  [Version 4.0.1]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  bookplacing.esm  [Version 1]0B  Progress.esm  [Version 2.2]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0C  Unofficial Oblivion Patch.esp  [Version 3.3.5]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]0F  SM Plugin Refurbish - SI.esp  [Version 1.30]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  Atmospheric Loading Screens - Random Quotes.esp16  All Natural.esp  [Version 1.3]17  All Natural - SI.esp  [Version 1.3]++  All Natural - MMM Patch.esp  [Version 1.3]18  Enhanced Water v2.0 HDMI.esp++  Symphony of Violence.esp19  MIS Low Wind.esp1A  MIS New Sounds Optional Part.esp1B  Atmospheric Oblivion.esp1C  PCSoundRhett.esp  [Version 2.6]1D  Idle Dialogue.esp1E  Storms & Sound.esp1F  Rainbows.esp20  All Natural - Real Lights.esp  [Version 1.3]21  WindowLightingSystem.esp22  1em_GiveAGift.esp  [Version 1.2]23  AliveWaters_nofish.esp24  Book Jackets Oblivion - BP.esp25  Chapel Tithe.esp26  Days&Months.esp27  PTFallingStars.esp28  Q - More and Moldy Ingredients v1.1.esp29  SoT_Holiday.esp2A  Enhanced Economy.esp  [Version 5.2.2]2B  kuerteeIgnoringTheMainQuestHasConsequences.esp2C  Display Stats.esp  [Version 2.0.1]2D  DropLitTorchOBSE.esp  [Version 2.4]2E  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]2F  FormID Finder4.esp30  Get Wet - just droplets.esp31  kuerteeCleanUp.esp32  kuerteeSittableRocks.esp33  Musical Immersion 1.0.esp34  P1DmenuEscape.esp35  StatCleaner.esp36  Streamline 3.1.esp37  Dynamic Map.esp  [Version 2.0]38  Map Marker Overhaul.esp  [Version 3.9]39  Map Marker Overhaul - SI additions.esp  [Version 3.5]3A  Enhanced Hotkeys.esp  [Version 2.1.1]3B  DLCMehrunesRazor.esp**  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]**  DLCMehrunesRazor Vwalk.esp3C  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]3D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]3E  ClassyClothingCompendium.esp3F  Weapon Expansion Pack for Oblivion Nthusiasts.esp  [Version 1.03]40  Cobl Glue.esp  [Version 1.73]41  OC+COBL Luggage Patch.esp42  Cobl Si.esp  [Version 1.63]43  Bob's Armory Oblivion.esp44  FCOM_BobsArmory.esp  [Version 0.9.9]45  Oblivion WarCry EV.esp  [Version 1.09]46  FCOM_WarCry.esp  [Version 0.9.9MB5]47  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  Oscuro's_Oblivion_Overhaul Vwalk.esp**  OMOBS_SI.esp  [Version 2.0]48  OOO 1.32-Cobl.esp  [Version 1.72]49  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]4A  FCOM_RealSwords.esp  [Version 0.9.9]4B  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]4C  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]4D  TamrielTravellers4OOO.esp  [Version 1.39c]**  TamrielTravellers4OOO Vwalk.esp++  TamrielTravellersItemsnpc.esp  [Version 1.39c]4E  TamrielTravellersItemsCobl.esp  [Version 1.39c]4F  ShiveringIsleTravellers.esp  [Version 1.39c]**  ShiveringIsleTravellers Vwalk.esp++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.73]**  EVE_StockEquipmentReplacer4FCOM.esp50  EM_CompInnsleeping.esp  [Version 0.9]51  AleswellHomeQuest.esp52  Kragenir's Death Quest.esp  [Version 2.1]**  Kragenir's Death Quest Vwalk.esp53  KDQ - Rural Line Additions.esp54  LetThePeopleDrink.esp  [Version 2.5]55  KragenirsDeathQuest-LetThePeopleDrink patch.esp56  The Ayleid Steps.esp  [Version 3.4]**  The Ayleid Steps Vwalk.esp57  Valenwood Improved.esp  [Version 1.02.0]58  Vampire Hunting - Order of the Virtuous Blood.esp**  Vampire Hunting - Order Of The Virtuous Blood Vwalk.esp59  Valenwood Improved Vampire Hunting Patch.esp5A  VHBloodlines 1.2.esp  [Version 1.5.5]**  VHBloodlines 1.2 Vwalk.esp5B  Cyrodiil Travel Services.esp  [Version 2.0.7]**  Cyrodiil Travel Services Vwalk.esp5C  za_bankmod.esp5D  Knights.esp**  Knights - Unofficial Patch.esp  [Version 1.1]**  Knights Vwalk.esp**  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]5E  OCC-KOTN-Patch.esp  [Version 3.0]5F  The Lost Spires.esp60  OCR + Lost Spires Patch.esp  [Version 3.0]**  The Lost Spires Vwalk.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]61  ElsweyrAnequina.esp++  ElsweyrAnequina - Races HGEC-Robert.esp  [Version 1.1]**  ElsweyrAnequina Vwalk.esp62  Tales from Elsweyr Anequina.esp63  ElsweyrValenwoodImprovedPatch.esp64  road+bridges.esp  [Version 4.6.1]65  Faregyl.esp  [Version 2.0.2]66  Faregyl+Anequina Patch.esp  [Version 2.0]**  Faregyl Vwalk.esp67  Feldscar.esp  [Version 1.0.9]**  Feldscar Vwalk.esp68  Molapi.esp  [Version 1.0.1]69  PTMudwater.esp6A  Vergayun.esp  [Version 1.0.7]**  Vergayun Vwalk.esp6B  xuldarkforest.esp  [Version 1.0.5]6C  LostSpires-DarkForest patch.esp6D  xulStendarrValley.esp  [Version 1.2.2]6E  xulTheHeath.esp6F  XulEntiusGorge.esp70  xulFallenleafEverglade.esp  [Version 1.3.1]71  LostSpires-Everglade patch.esp72  Anequina-Fallenleaf-Patch.esp73  Valenwood Improved - Fallenleaf Everglade EV - Patch.esp  [Version 1.0]74  xulColovianHighlands_EV.esp  [Version 1.2.1]75  xulChorrolHinterland.esp  [Version 1.2.2]**  xulChorrolHinterland Vwalk.esp76  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]77  xulBravilBarrowfields.esp  [Version 1.3.3]**  xulBravilBarrowfields Vwalk.esp78  xulLushWoodlands.esp  [Version 1.3.1]79  xulAncientYews.esp  [Version 1.4.3]7A  xulAncientRedwoods.esp  [Version 1.6]7B  xulCloudtopMountains.esp  [Version 1.0.3]7C  xulArriusCreek.esp  [Version 1.1.3]7D  xulPatch_AY_AC.esp  [Version 1.1]7E  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.3]7F  xulPantherRiver.esp80  xulRiverEthe.esp  [Version 1.0.2]81  Valenwood Improved - River Ethe EV - Patch.esp  [Version 1.0]82  xulBrenaRiverRavine.esp  [Version 1.1]**  xulBrenaRiverRavine Vwalk.esp83  xulImperialIsle.esp  [Version 1.6.7]**  xulImperialIsle Vwalk.esp84  xulBlackwoodForest.esp  [Version 1.1.0]85  xulCheydinhalFalls.esp  [Version 1.0.1]86  xulAspenWood.esp  [Version 1.0.2]**  xulAspenWood Vwalk.esp87  xulSkingradOutskirts.esp  [Version 1.0.1]**  xulSkingradOutskirts Vwalk.esp88  xulSnowdale.esp  [Version 1.0.2]89  Feldscar+Snowdale Patch.esp  [Version 1.0.1]8A  OOO-Snowdale Patch.esp8B  xulCliffsOfAnvil.esp8C  OOOCliffsofAnvilPatch.esp  [Version 1.1]**  xulCliffsOfAnvil Vwalk.esp8D  xulSilverfishRiverValley.esp  [Version 1.0.1]8E  Lost Spires + Silverfish River Patch.esp  [Version 1.0]8F  KragenirsDeathQuest-UniqueLandscapes Merged patch.esp  [Version 1.1]90  Open Cities New Sheoth.esp  [Version 2.0]91  Open Cities Outer Districts.esp  [Version 4.0.1]92  Open Cities Reborn.esp  [Version 0.9.1]93  OCR + OOO Patch.esp  [Version 3.0]94  OCR+ULCH Patch.esp  [Version 1.0]++  OCC-COBL-Wells.esp95  NRB4+UL-II+LtPD+OCOD Patch.esp  [Version 3.0.3]96  OCR+ULBWForest Patch.esp  [Version 1.0.2]97  OCR+Cheydinhal Falls Patch.esp  [Version 1.0.1]98  OCR+ULSkingradOutskirts Patch.esp  [Version 2.0]99  Harvest [Flora].esp  [Version 3.0.1]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Visually Realistic Deadly Lava.esp++  Cobl Bookplacement.esp9A  HUD Status Bars.esp  [Version 4.2.1]9B  kuerteeInventoryIsABackpack.esp9C  PersuasionOverhaul.esp  [Version 1.43]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]9D  ReneersGoldMod.esp++  sixy Dark Seducer & Golden Saint Armour.esp++  ScriptIcon_Replacer.esp9E  Soulgem Magic.esp  [Version 1.0]9F  Storms & Sound - Bank of Cyrodiil.espA0  Storms & Sound - The Lost Spires.espA1  Storms & Sound - PTMudwater.espA2  Toggleable Quantity Prompt.esp  [Version 3.2.0]A3  Quest Award Leveling SI.espA4  Quest Award Leveller.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.espA5  OWE&P.esp++  NoBackwardsRunning.espA6  RealisticForceMedium.espA7  RealisticMagicForceLow.espA8  StarX Vanilla Vampires Revised.espA9  StarX VVR_OOO_FCOM Patch.esp++  Starx-OVB Patch.espAA  SupremeMagicka.esp  [Version 0.90b]AB  SM_ShiveringIsles.esp  [Version 0.90]++  SM_DLCSpellTome.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]++  SM_NoSpellLights.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]AC  MidasSpells.espAD  OC+Midas Magic Patch.espAE  Midas OscuroGems.esp++  Midas Betterholy.esp++  Mart's Monster Mod - Midas Creature Ingredients.esp++  Midas Tigernolevel OBSE.espAF  Midas BeastFortify Fix OBSE.espB0  Friendlier Summons.espB1  EnchantmentRestore.esp++  EnchantmentRestore_Wells.espB2  StealthOverhaul.espB3  DD_ProximitySneakPenalty.espB4  Morrowind Lockpicking.espB5  RenGuardOverhaul.espB6  Creature Damage Fix.esp  [Version 2.4]B7  Duke Patricks - Combat Archery.esp  [Version 5.1.1]B8  BetterBlocking.esp  [Version 1]B9  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]BA  Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.espBB  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]BC  Phitt's Phighting Phixes.espBD  nGCD.esp++  nGCD Birthsigns.espBE  nGCD Oghma Infinium.espBF  ProgressMBSP.esp  [Version 2.0]C0  ProgressSBSP.esp  [Version 1.0]C1  ProgressRBSP.esp  [Version 1.0]C2  ProgressRacial.espC3  ProgressArmorer.esp  [Version 1.0]++  Immediate Character Generation.espC4  Mayu's Animation Overhaul.espC5  Animation - Growlfs Body Resizing Mod.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]C6  1em_Vilja.esp  [Version 3.1]**  1em_Vilja OOO FCOM Fix.espC7  ViljainAleswell.espC8  Cobl Races.esp  [Version 1.52]C9  bgMagicEV.esp  [Version 1.7EV]**  bgMagicEV Vwalk.esp++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]CA  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]CB  bgMagicEVPaperChase.esp  [Version 1.68EV]CC  bgMagicAlchemy.esp  [Version 1.57]CD  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  Cobl Races - Balanced.esp  [Version 1.52]++  Disable Tutorial Text.espCE  Automatic Timescale.esp  [Version 1.1.1]**  [GFX]_Initial_Glow-all.espCF  Duke Patricks - Magic you can believe in.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]D0  bgMagicLightningbolt.espD1  a4VnlObSI_HiResHGEC-BBB-Fems+RmMales.espD2  Companion Compatibility.esp**  Sensual Walks.esp**  Sensual Walks SI.esp**  Sensual Walks SI DS + GS.esp**  NRB4 OCReborn Road Record.esp++  CoreRandmonClothing4Npcs.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.3]D3  Bashed Patch, 0.esp


Otherwise Vilya has been an absolute joy to have around and has been my constant companion since we first met in the The Bloated Float. Here's to at least another 500 game hours exploring Cyrodill and beyond!

Artorius.
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Wed Mar 30, 2011 1:52 am

Well after 500 game hours of running around with Vilya we finally got around to finishing the Main Quest. Something rather curious happened from when I returned to Martin with the Great Welkynd Stone onwards though, Vilya stopped talking! Absolutely no idle pvssyr as we were going from Cloud Ruler Temple to the battlefield outside Bruma, none in the Great Gate, no pvssyr in Mankar's Paradise and none as we took Martin to the Imperial City. After the Main Quest had ended she finally started her idle pvssyr again, how I missed it! Funny how you miss something when you realise it's no longer there, I never asked her to stop talking yet for a long while complete silence when I wasn't talking to her directly.

Another issue I've noted is that friendly NPCs seem to get confused as to whether Wolfgang is friendly or not. It's fine before a battle but if say a battle starts between us and some bandits, but then Imperial Guards join in I've noticed that they have a tendancy to attack Wolfgang and vice versa. I was forced to send Wolfgang home before the Battle for Bruma because the first time I attempted it Wolfgang caused chaos because he wouldn't descriminate between friend or foe not good when Wolfgang is lvl 37 (I'm currently lvl 40) and considerable more powerful than the average wolf!

Here is my modlist if that helps:

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.3]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.73]05  Open Cities Resources.esm  [Version 4.0.1]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  bookplacing.esm  [Version 1]0B  Progress.esm  [Version 2.2]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0C  Unofficial Oblivion Patch.esp  [Version 3.3.5]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]0F  SM Plugin Refurbish - SI.esp  [Version 1.30]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  Atmospheric Loading Screens - 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Otherwise Vilya has been an absolute joy to have around and has been my constant companion since we first met in the The Bloated Float. Here's to at least another 500 game hours exploring Cyrodill and beyond!

Artorius.



I would have to go and doublecheck in scripts and questlogs to be certain, but we HAVE prevented Vilja from talking during parts of the mainquest as well as during some other quest-related occasions. It is in particular when speeches by other npcs might else be if not interrupted so at least spammed by her pvssyr. So it may be that we could pinpoint the experience with the quiet Vilja during the main-quest to actually be Vilja keeping quiet when she in fact is supposed to keep quiet (oddly :D)

Not only is Wolfgang more powerful than other wolves, he is also essential and won't die, so I'm sure he can cause a fuzz... If Vilja is in tow, his reactions towards npcs and creatures should be like hers, i.e. if she is set to fight, he will also fight, if she is set to stay out of trouble, so should he. His factions are set up in a similar way to Viljas, so that shouldn't cause others to attack him, and he is not in any creature factions that should make guards attack him. But, I don't know if maybe the game engine has other ways to make guards spot that a wolf is a wolf, and as you know guards are supposed to kill wolves.

I'm glad that Vilja is such pleasant company for you, I hope she will continue to be so :)
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Erich Lendermon
 
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Joined: Sat Nov 03, 2007 4:20 pm

Post » Wed Mar 30, 2011 12:29 am

I would have to go and doublecheck in scripts and questlogs to be certain, but we HAVE prevented Vilja from talking during parts of the mainquest as well as during some other quest-related occasions. It is in particular when speeches by other npcs might else be if not interrupted so at least spammed by her pvssyr. So it may be that we could pinpoint the experience with the quiet Vilja during the main-quest to actually be Vilja keeping quiet when she in fact is supposed to keep quiet (oddly :D)

Not only is Wolfgang more powerful than other wolves, he is also essential and won't die, so I'm sure he can cause a fuzz... If Vilja is in tow, his reactions towards npcs and creatures should be like hers, i.e. if she is set to fight, he will also fight, if she is set to stay out of trouble, so should he. His factions are set up in a similar way to Viljas, so that shouldn't cause others to attack him, and he is not in any creature factions that should make guards attack him. But, I don't know if maybe the game engine has other ways to make guards spot that a wolf is a wolf, and as you know guards are supposed to kill wolves.

I'm glad that Vilja is such pleasant company for you, I hope she will continue to be so :)


Ah so she was keeping quiet out of respect:), perhaps some extra in-game dialogue for when we talk to her during this time could be added along the lines of "If you're wondering why I'm keeping quiet at the moment, it's because I don't feel comfortable talking over such momentous events that are happening now! The fate of Cyrodill lies in our hands, it's all so overwhelming!", or something like that anyway.

I usually have Vilya in Stay out of Combat mode and Wolfgang obeys this as well. I think the issue tends to happen when I accidently hit Wolfgang during combat (happens all too often since he does tend to jump in the way as i take my big swing) when guards or other friendly npcs are involved. It's as if the guards while before being friendly to Wolfgang suddenly think he is fair game after I've hit him. If I summon Wolfgang back to me when fighting with friendly npcs the fight ends immediately and everyone carries on as if nothing happened.

Artorius.
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Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Wed Mar 30, 2011 1:00 pm

Ah so she was keeping quiet out of respect:), perhaps some extra in-game dialogue for when we talk to her during this time could be added along the lines of "If you're wondering why I'm keeping quiet at the moment, it's because I don't feel comfortable talking over such momentous events that are happening now! The fate of Cyrodill lies in our hands, it's all so overwhelming!", or something like that anyway.

I really like this idea. There wasn't a good way to have her be quiet just during the NPC speeches and there are quite a few speeches during those sections of the main quests. But having her comment on being uncomfortable chatting during those times if you click on her would be great. It might even make sense to add a quest specific entry that she says all on her own at the start of those quiet periods. I don't think those dialog blocking entries will actually keep her from making quest related comments even during those stages. (And if they do I could change that.)
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CORY
 
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Joined: Sat Oct 13, 2007 9:54 pm

Post » Wed Mar 30, 2011 3:29 am

I really like this idea. There wasn't a good way to have her be quiet just during the NPC speeches and there are quite a few speeches during those sections of the main quests. But having her comment on being uncomfortable chatting during those times if you click on her would be great. It might even make sense to add a quest specific entry that she says all on her own at the start of those quiet periods. I don't think those dialog blocking entries will actually keep her from making quest related comments even during those stages. (And if they do I could change that.)



I'll add a special greeting :)
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Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Wed Mar 30, 2011 11:00 am

Just a long shot as I haven't used it, but have you tried with kuerteeNPCsYield.esp unchecked? That's about the the only mod in your load order that I can imagine could interfere with this.
Finestkind. :foodndrink: Arkngt, that was the bugger. Unchecked that mod and she worked like a charm. Was doing the Virtuous Blood quest and fought a few vampires. She went in and out of combat correctly. What I think is happening is that when and NPC that was hostile suddenly changes his/her disposition after yielding to 100, it must throw off Vilja's AI package and gets stuck in a loop. Thanks for that tip. I really appreciate it. :goodjob:


Raed

PS: I should alert kuertee about this....

Sorry for this delayed response.
I have a version of NPCs Yield that only affects "unnamed" evil actors (e.g. Marauder), similar to how my Wandering Ecounters work,
This should ensure compatibility with Vilja.
Give me a couple of games (probably a couple of weeks) playing with this version before I release it.
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Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Tue Mar 29, 2011 11:36 pm

Sorry for this delayed response.
I have a version of NPCs Yield that only affects "unnamed" evil actors (e.g. Marauder), similar to how my Wandering Ecounters work,
This should ensure compatibility with Vilja.
Give me a couple of games (probably a couple of weeks) playing with this version before I release it.



kuertee,
NP :thumbsup: If you need any help playtesting it, I'll be more than happy to.

Raed
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Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Wed Mar 30, 2011 8:20 am

I ran into a couple of mod-related glitches last night, and I haven't had time to research the reasons fully.

I run Open Cities Reborn, and Heneri had gone wandering in the closed Cheydinhal while the player was in the open city. Not a big problem as Arthmoor provides doors into the closed worldspaces for this, but it would probably be possible to provide an alternative AI package to keep her in the same worldspace as the player.

The second was much more of a surprise. One of the characters from my own mod (Falanu Hlaalu's sister Silanu) had an extra dialog topic that was clearly intended for Falanu herself. I need to look at the conditions on that and let you know what the problem is.
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*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Wed Mar 30, 2011 1:18 am

kuertee,
NP :thumbsup: If you need any help playtesting it, I'll be more than happy to.

Raed

Hey Raedwald,
Sure. Here: https://sites.google.com/site/kuertee/kuerteeNPCsYield.esp
Be warned, it is newly edited (not 2 hours ago), and so no where near tested properly.
Thanks!
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lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Wed Mar 30, 2011 12:52 am

I ran into a couple of mod-related glitches last night, and I haven't had time to research the reasons fully.

I run Open Cities Reborn, and Heneri had gone wandering in the closed Cheydinhal while the player was in the open city. Not a big problem as Arthmoor provides doors into the closed worldspaces for this, but it would probably be possible to provide an alternative AI package to keep her in the same worldspace as the player.

The second was much more of a surprise. One of the characters from my own mod (Falanu Hlaalu's sister Silanu) had an extra dialog topic that was clearly intended for Falanu herself. I need to look at the conditions on that and let you know what the problem is.

Some of the lines for Falanu are filtered on her race and location rather than her ID because Emma originally thought that was safer. We've now learned it isn't but some of that older dialog is still set up that way. So any female Dunmer in Falanu's shop would be able to say those lines.

Alternate AI packages for Heneri aren't strictly needed. She spends part of each day indoors, so you can just wait for her to show up. From a technical perspective it wouldn't just be about changing her AI packages, she also has a bedroll outside and that can't be moved without creating a dependency on open cities.
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gary lee
 
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Joined: Tue Jul 03, 2007 7:49 pm

Post » Wed Mar 30, 2011 4:26 am

The second was much more of a surprise. One of the characters from my own mod (Falanu Hlaalu's sister Silanu) had an extra dialog topic that was clearly intended for Falanu herself. I need to look at the conditions on that and let you know what the problem is.



Some of the lines for Falanu are filtered on her race and location rather than her ID because Emma originally thought that was safer. We've now learned it isn't but some of that older dialog is still set up that way. So any female Dunmer in Falanu's shop would be able to say those lines.



Well, that's only true if the female dunmer npc in Falanu's shop also has the same profession as Falanu. Heneri's sister Sereni - I assume you mean her, Ghastley?? - hasn't the same profession and is in Bruma, so there is no reason why she should have dialog assigned for someone else. I think I would need to know which dialog you are refering to, as I don't see anything obvious in the construction set.
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Bird
 
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Joined: Fri Nov 30, 2007 12:45 am

Post » Wed Mar 30, 2011 1:04 am

No Silanu is a character I created myself, which is why I was surprised to find her getting an extra dialog topic - the "What do you think about Vilja?" one. She was staying with her sister at the time, so the location is probably the issue. I'll look at in in the CS tonight and confirm the situation. She may well have the same class, although she has no services AI, as I started by cloning Falanu and then adjusting what I needed to change. If that's the key, I'll change SIlanu, as that part of her profile won't affect anything, and I'm due for an update release.

Edit: No she's already a Conjurer, rather than a Merchant. The "Dunmer in Falanu's shop" does seem to be the condition. I can ignore it when I play, but I can't adjust my own mod to avoid it. Right now I can't progress Vilja's current quest as the PC is only at level 10 and Clannfear claws aren't around.
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Sammi Jones
 
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