[BETA] Rincewind's Luggage

Post » Fri May 13, 2011 1:35 pm

I present to you The Luggage. This is a companion mod made from Arcimaestro Anteres version of The Luggage.

http://img843.imageshack.us/img843/8228/theluggage.jpg

The Luggage is a faithful companion...perhaps a little too faithful. It will follow you almost anywhere, sometimes whether you like it or not!

The Luggage is also highly protective of its chosen owner, and will fight alongside you.

This creature companion has highly advanced follow scripting, including an optional MWSE add-on that will make it an even more persistent follower.
The regular scripting will allow it to teleport with you when using recall or intervention spells. The MWSE scripting will allow it to teleport to the player's location at any time.
The Luggage can also be told to stay outside. When this is active in the MWSE version, it will not teleport indoors unless called. Fake exteriors are checked for separately.
It will also levitate with you and do all those other things that we come to expect of current companions.

I've included several spells that will allow you to instantly control the luggage, forcing it to follow, wait, wander, and stop combat.
It also has a summoning ring. In the regular version, you must be outdoors to call The Luggage. With the MWSE add-on, you can call it from anywhere.

If you tell The Luggage to sit, it will function just like a regular chest.
To get it to wake up and follow you again, you must use the companion follow command spell or summon it with the ring.
Using the companion wait spell will turn it back into a chest. Wander will make it stop following, but allow it to wander around freely. The wait and wander spells only work if it's in follow mode.

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Finding The Luggage
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You will find The Luggage sitting in the Balmora Guild of Mages. There are currently no quests to acquire it, but this will be rectified once the first beta has been fully tested.
On your first load, a key will be added to your inventory. You will need this key to open The Luggage prior to it recognizing you as your master. After which, the key will no longer be required.

The Luggage will initially appear as a regular chest. You need to do something to get it to recognize you before you can talk to it and make it follow.
Inside The Luggage you will find a summoning ring, and a scroll that will teach you some useful companion control spells.
You will also find a hat. Hmm...perhaps it belongs to its previous owner?
After you put on the hat, The Luggage will recognize you as its master. You need only do this once.

You will also have the option of choosing a hat that suits you. Once you choose a hat, it will automatically replace itself with the hat of the right hair color.
If you want to change hats at any other time, you can use the console to start the hat change script by typing StartScript AATL_WizzardHats

Sometimes The Luggage will find you!
The Luggage is set to randomly appear by your side should you leave it somewhere too long!

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MWSE Add-on
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This optional MWSE add-on must be loaded along with the main file.

What it does is allow The Luggage to teleport with you wherever you may go.
If The Luggage falls behind when you go through a teleporting door it will also appear.

With this add-on, The Luggage will teleport with you into end-game cells. It does not have the same limitations as other companions.
This is in following with The Luggage's lore. It can follow you to other dimensions, universes, and even into dreams. For this reason, I've included a spell that will allow you to force the creature to stop combat so that it can disengage battle with the Heart of Llorkhan and other similar situations.

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Beta Notes and Changelog
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Because this is a beta, feedback and bug reports are most appreciated, so please contact me if you encounter any bugs, or just want to share your thoughts on how the mod could be improved.

Beta 1.01

Removed all the hats from The Luggage and replaced it with a single scripted hat.
You will need to put on this hat to make The Luggage recognize you as its master. This is only required once.
You can then "adjust" the hat to suit your own hair color. The hat has a script that will replace itself with another version of your choosing.

Added one-time messageboxes to explain how to control The Luggage using the ring and spells.

Added the requirement of a key to open The Luggage before it recognizes you as its master.
The key is currently free and added automatically when first loading the mod. Later I will add a quest to acquire it.

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Credits
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Rincewind's Luggage is inspired by Terry Pratchett's Discworld series.

Arcimaestro Anteres created The Luggage creature. Much thanks for this wonderful creation. I've been requesting it for years! Without it this mod would not exist.

The Luggage uses standard textures, so it will use whatever texture replacers you may be using for chests.

Rincewind's Wizzard Hat uses meshes created by Lieawen, with textures altered from Daduke's Wizard Hats 1.0.

The summoning ring uses meshes and textures from Daduke's Amulets and Rings 2.1, meshes created by IggyEGuana.

CdCooley invented the original teleport scripting, which is used in the standard version.
The AI fix and teleport door fixes are by Melian, who has helped me a lot with both companion scripting and MWSE.
The MWSE scripting was created by me. All of this scripting is free for use in your own companions.

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Requires Tribunal
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I've decided to release it on PES. Hopefully I'll get some more testers that way.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8629

http://www.gamesas.com/index.php?/topic/1085449-req-rincewinds-luggage/
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Veronica Martinez
 
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Post » Fri May 13, 2011 3:39 pm

I must admit, it is funny! "Bad luggage! Go away!" :D

ABout feedback,

from the command "follow me", there is a variable not found. "PGA_portflw". I am not using the MWSE version.

sound: I'd use the guar sound for it.

SOmething I would made, when you want is sit, is to use a command to make it knockOut. the knockOut animation is like its Idle2, but using the Idle2, means the luggage will stand and sit. Using the knockOut animation, you may make it sit, and keep sitting until you give a new command to it.

Something like

Short DoOnceif DoONce == 0ModCurrentFatigue -4000   ; no space between - and 4000. This will make it sit.set DoOnce to 1endifif DoOnce == 1If GetFatigue > -100ModCurrentFatigue -4000 ; this will keep it sitting.endifendif; then, when it must be standing, we assume DoOnce is now 2if DoONce == 2ModCurrentFatigue 4000 ; this will make it standset DoOnce to 3endif



Please note that The Luggage seems to cause a bit of a framerate hit on slower machines, probably because has a lot of little animated legs.


each of the 20 legs, has 3 bones. So, I could give to each leg, its own pose. In this other model, I removed 36 bones. Now there are 2 main legs in front, and 2 back, and the other legs follow their movements.

http://arcimaestroantares.webs.com/Luggage2.zip
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JERMAINE VIDAURRI
 
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Post » Fri May 13, 2011 7:23 am

Thank you! I'll try out the new model and the knockout script. :) I'll also fix that PGA_portflw. I thought I changed them all to the correct one (I ported the scripts from the Advanced packguar mod I made to pre-test all the scripting).

How do I change the sound? It seems to be set as "default" in the animations list and I couldn't figure out how to change it. I would prefer a guar attack sound as well.
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Rowena
 
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Post » Fri May 13, 2011 3:22 pm

Thank you! I'll try out the new model and the knockout script. :) I'll also fix that PGA_portflw. I thought I changed them all to the correct one (I ported the scripts from the Advanced packguar mod I made to pre-test all the scripting).

How do I change the sound? It seems to be set as "default" in the animations list and I couldn't figure out how to change it. I would prefer a guar attack sound as well.



in the creature's sheet. Under the Blood Texture menu, there is a Sound Gen Creature menu.
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Alan Cutler
 
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Post » Fri May 13, 2011 7:49 am

Ah, thank you! I was trying to do it from the Animation box.
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Laura-Lee Gerwing
 
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Post » Fri May 13, 2011 11:19 am

Ok, updated the file with those fixes and changes and updated the readme as well.

What's great about using that knockout script is The Luggage actually functions like a real chest because it's technically being mugged. :P I altered the summoning ring script so that you can call it to follow again if it's close and in chest mode. The follow spell will also work, but that's being implemented for other companions as well as a mass follow command, so having the ring as an alternative means you can just call the chest if need be.
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Stacey Mason
 
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Post » Fri May 13, 2011 10:44 am

Discworld FTW! :D
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Robert Devlin
 
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Post » Fri May 13, 2011 3:59 pm

using that knockout script is The Luggage actually functions like a real chest because it's technically being mugged.


I tried it, but then I couldn't talk with it anymore...
there should be a way to make it up again.
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KiiSsez jdgaf Benzler
 
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Post » Fri May 13, 2011 11:57 am

You have to use the ring if it's "turned into a chest". If you summon it while it's close it will automatically go back into follow mode. Or use the companion follow spell.

I could implement added scripting that pops up a menu asking you if you want to "open the Luggage" or wake it up. But I do have two ways to wake it up already. Perhaps a menu would be a little better...or worse? I'm not sure. I'd like some opinions on that. :) It would be a little trickier to implement though. I've found that forcing an Activate through a menu doesn't always work well for NPCs. I would have to test it and see if it's even feasible.
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Gemma Woods Illustration
 
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Post » Fri May 13, 2011 8:32 am

You have to use the ring if it's "turned into a chest". If you summon it while it's close it will automatically go back into follow mode. Or use the companion follow spell.

I could implement added scripting that pops up a menu asking you if you want to "open the Luggage" or wake it up. But I do have two ways to wake it up already. Perhaps a menu would be a little better...or worse? I'm not sure. I'd like some opinions on that. :) It would be a little trickier to implement though. I've found that forcing an Activate through a menu doesn't always work well for NPCs. I would have to test it and see if it's even feasible.


ok, tested. The ring works, but you should make sure the player can know how to reanimate the chest. Writing it in the readme, is not a solution, because none reads them :P
Something else, when I first met the chest, it was not knocked out, but still performing the idle 2. Once activated, it started following me. I thought, the first meeting, could be it like a chest (so, knocked out). Until I wear one of the hats. Then, if the chest is next to the player, a message pops up, that informs me that the chest is animated. Could the hat be the item that reactivate the chest, when you wear it?
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Betsy Humpledink
 
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Post » Fri May 13, 2011 7:18 am

I like the idea of the luggage being knocked out and putting on the hat to make The Luggage first recognize you. :) I don't know if I would force the player to wear the hat beyond that point though. What if you don't like the hat? Or like it so much you want to wear it all the time? I think the ring is a better way of controlling The Luggage in the long run. Perhaps I could have initial tutorial message boxes like NoM has, to instruct the player in-game on use of the ring and such.
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Lauren Denman
 
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Post » Fri May 13, 2011 6:09 pm

I'm trying out some of your ideas. I've updated the file to beta 1.01 and included a changelog in the readme.

The Luggage will be knocked out to start, and you must put on the hat to make it recognize you. There's only one hat, but it can be changed via script for a different hair color version when you put in on the first time.

I've also included tutorial messageboxes the first time you read the scroll or try to use the ring.

In future I'm thinking of adding the requirement of a key to open The Luggage for the first time, but that will come with a quest to obtain it.
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Darren Chandler
 
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Post » Fri May 13, 2011 9:18 am

We still need an Ankh-Morpork mod...
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Mandi Norton
 
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Post » Fri May 13, 2011 7:19 am

I would love a Discworld TC, but that's a bit much to ask of anyone.

I've added the key requirement to open The Luggage before you become its master. However, the key is given to you automatically. I just wanted the scripting in place for when I eventually add the quest to obtain it.
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Lauren Graves
 
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Post » Fri May 13, 2011 1:46 pm

A TC? No no, I mean just Ankh-Morpork.
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Eve Booker
 
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Post » Fri May 13, 2011 5:13 am

PES link is up. I'll update it as I make version changes.

Has anyone had The Luggage become invisible after teleporting? I find entering an interior cell fixes it. Still... weird... I may need some expert help to figure out this little bug. It seems to be contained to the MWSE version's teleport scripting, and I haven't yet figured out a pattern to it because it seems to happen randomly. I have never seen it happen while testing the regular version.
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Lyd
 
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Post » Fri May 13, 2011 4:33 pm

PES link is up. I'll update it as I make version changes.

Has anyone had The Luggage become invisible after teleporting? I find entering an interior cell fixes it. Still... weird... I may need some expert help to figure out this little bug. It seems to be contained to the MWSE version's teleport scripting, and I haven't yet figured out a pattern to it because it seems to happen randomly. I have never seen it happen while testing the regular version.

Do you mean invisible as in disabled, or like it's affected by an invisibility spell?

If you mean disabled, maybe try forcing a disable/enable cycle on it in the script after teleporting.
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Peetay
 
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Post » Fri May 13, 2011 7:40 am

It doesn't seem to be disabled. I've tried a targeted Enable in the console when it happens and it doesn't help. It's not an invisibility spell either, because there's not one added to the companion, and there's no vague outline that you get with an invisible companion.

What happens is I hear a teleport, which sometimes happens with the MWSE script if the companion is following in exteriors and gets too far away during a cell change. This almost always happens while in combat as well, so The Luggage starts attacking. I can hear it attacking, and I can see the blood spray as it hits the attacker. I can also hear the pitter-patter of its little feet as it follows me around.

The next thing I do is use an intervention spell to try and force another teleport. The Luggage does not follow me. Instead, it's cell ID is returning 0 (by checking the MWSE teleport script variables). Then, I decide to enter and interior cell and lo and behold, The Luggage is back like nothing ever happened!

The only thing I can think of is something's getting messed up while warping into a combat situation. The warp script is not the same as an NPC's warp script, because, being a non-humanoid creature, it can't check for weapons or spells readied. I had to remove that portion of the script for a creature companion.

I noticed the same problem with my Advanced Packguar mod, which was made in order to develop the scripting for The Luggage. It's not a fatal bug at least, but it is a puzzling one. This kind of scripting is still experimental at this point, because there are few creature companions that even use CDCooley's warp scripting. Making a standalone MWSE script is entirely new for companions as well. My NPC companions seem to fare just fine, but creature companions come with their own little hurdles to overcome. I'm confident that I can make it work though. It just needs a little bit of testing and tweaking. :)
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Vickey Martinez
 
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Post » Fri May 13, 2011 1:28 pm

I'm having a lot of trouble getting the Luggage to follow me immediately into cells. It always shows up eventually (I'm using MWSE) but half the time it doesn't follow me automatically. Is this an intentional behavior? (The Luggage does have a mind of its own, after all!)

In addition, um... I kind of find the legs creepy. Maybe they could be shortened so the Luggage just has feet?
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helliehexx
 
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Post » Fri May 13, 2011 10:31 am

Are you getting the warp sound frequently when entering a new cell? Because this would mean it's falling behind a lot. If you're not getting the sound, then it's the secondary cell-change warp script that's kicking in. It's meant to address the companion ending up in the wrong spot when entering a cell while levitating, but it kicks in automatically every time you enter a new cell. Also, are you using automove at all? Because companions can be in the middle of their wander package when you change cells with this feature turned on. There will be some oddities with all that scripting in place. It's meant to make sure The Luggage is always following, but sometimes the how is a bit tricky. If you can tell me whether it's a mysticism warp or a silent one that would help me figure it out a bit. :)

The model itself is not my department. I have noticed that its animations have a bit of trouble keeping up sometimes. Instead of running behind, it seems to lag and warp because its legs won't move. For regular creatures, this limit is a speed of about 400, but for The Luggage, I had to drop the max speed to about 255 to address this, and it still has a bit of a problem. I may have to adjust its speed multiplier a bit so that it's not at the maximum with a player speed of 100.
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Dragonz Dancer
 
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Post » Fri May 13, 2011 5:02 pm

Yes, I am getting the warp sound almost every time I enter a new cell.

I don't know what automove is?

And the model is fine... it's definitely growing on me. ;)
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Sun of Sammy
 
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Post » Fri May 13, 2011 9:35 am

If you ask The Luggage to quit getting under your feet, it will turn automove on, which will make it stop blocking the way if you're in a tight spot. It will wander every time you get close. So if you asked it to do that, it may be wandering just before you go through a door which would make it not follow through and the warp would kick in.

Otherwise, it could be that it's lagging. In that case, I'll see about slowing it down a bit so its walking can keep up.
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xx_Jess_xx
 
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Post » Fri May 13, 2011 6:24 am

I did tell it to get a little further away, but the problem did seem to be happening before that. I'll turn it off and report back.
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Aaron Clark
 
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Post » Fri May 13, 2011 5:23 pm

Excellent. Hope to hear more about it soon. I'll be running my own tests as well after I tweak the speed settings.
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sally R
 
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Post » Fri May 13, 2011 10:45 am

Just so you know, Stuporstar, the Luggage is a wonderful companion and is a little creepily able to follow me EVERYWHERE.
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Lawrence Armijo
 
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