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Post by Sniffles on Feb 5, 2017 22:01:40 GMT
The stand aside option is subtle. Zoom up to Skyrim. The major roadblocks are always Vilja and Sindra. A source of constant aggravation. But if you examine companions and how they act more closely, while Vilja is a huge pain in the tukus, her following ability far exceeds any other follower-companion mod. More reliable and predictable under more circumstances.
This doesn't really become obvious until you have ran a large number of companions over and extended period of time as we do. ALL the follower companions do odd things and occasionally have to be corralled and corrected. Only Vilja can be ignored. She will correct herself providing scripts aren't getting gooshed up.
An excellent example is Vilja with Inigo. Inigo almost always gets out of your way. He functions much better than Vilja in tight places. Then run 10 companions for an hour or two while being observant through a morass of architecture and weird terrain. Where's Vilja? Right behind or beside you. Where's Inigo? Wait. He may be taking a very circuitous route but... oh! Here he comes. Had to run completely around that hill though.
A trade off.
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Post by ghastley on Feb 6, 2017 15:52:55 GMT
The grumpy 3 code does have a "one time move", and sometimes it works. However, something in the underlying Bethesda path following makes NPC prefer to stop in locations that block the player. I frequently find that asking one of them to move results in one step back, then back to the same spot. If I'm not fast enough, I have to ask again. However, I'm getting more adept at leading them around the interiors to no-blocking locations before I stop.
I'd really like something for the non-follower NPC's, but that's out-of-scope.
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Post by Sniffles on Feb 6, 2017 20:13:44 GMT
I've honestly grown attached to the chaos of multiple followers getting in the way. The game initially offers the player an unrealistic perfect world and the getting stuck is a gentle reminder it isn't. It's give and take, working with others. A funny product of multiple companions is entering a room like an Inn or house to get the PCs face mashed against a far wall or even shoved into a room farther on thanks to the crowd cramming in behind you. A few days ago in Skyrim I entered Lakeview with 18 followers to get shoved right through the entry room into the dining area and smushed up against the dining table that had a dog sitting on it, the PCs face clipped inside the dog. WHAT THE FREAK HAPPENED?? Oh. BTW, the ultimate roadblock follower is Sindra following Vilja.
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Post by ghastley on Feb 14, 2017 14:08:24 GMT
This "little" project is starting to snowball. Both have longish hair, that could usefully be skinned, so it doesn't clip into their backs when they move their heads. I found MacKom's skinned hair on the Nexus, and started to investigate how it works. The first step has been to get the ears back into the hair mesh on another sample, and now I know how, I'm converting theirs.
But I'll soon have a number of longer skinned hairstyles, with ears, that may be worth publishing as a separate mod. Getting permissions from the creators of the un-skinned hair I'm converting may take some time, too.
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Post by ghastley on Mar 2, 2017 16:01:40 GMT
Still fiddling around with this, even if I am going off on various tangential mini-projects. I rebuilt Diablita's body using Robert's instead of BB, as that makes it easier to offer a PG13 version as well as an R. One of the skinned hair models suits Angeline without further work, but I'm trying variations for Diablita that keep breaking when I add her horns, so there's a lot of "one step forward, another step back" involved. And I can't stop tweaking the pitchforks - meshes, stats etc.
One of my test characters for the companions wanted to use spear and shield together, so I went off making one-handed short spears for her. They apparently have to be defined as Long Blades to get the right animation, which then increments the "wrong" skill, but I can't see any way to change that (yet?). That could be a separate mod later.
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Post by ghastley on Mar 6, 2017 15:46:04 GMT
I found another one-handed spear mod that really just added a script to copies of the long spears to swap Spear/Long Blade skills while they're in use. No new models, just an esp. Using a Short Spear raises the Spear skill, but also Strength (as it's accumulating as Long Blade) rather than Endurance, and the overall Level depends on Long Blade being a Major/Minor, rather than Spear. I haven't found a way around that.
Since I'd made all the new models and needed the script I've just merged the two - leaving out the random loot changes, as I only need it for the one character to play with. And since the pitchforks are log spears, this has no effect on the primary mod, anyway.
Diablita and Angeline now both have skinned hair, but Diablita has decided she'd go off to play Bloodmoon, and my modding time has lost out to playing. That could give rise to some more pitchfork variants, such as a Stahlrim one. I'm still working on ways to keep their outfits constant, which should be viable with the Unarmoured skill, but it's hard for the player to see the benefits of not giving them armour pieces, as there's no feedback on their AR.
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Post by ghastley on Mar 7, 2017 18:51:41 GMT
Diablita on Solstheim as the player character found herself needing Hand-to-hand for one quest, and now I'm starting to wonder if that's a useful skill for companions (as the ultimate safety net if their weapons wear out, run out of ammo etc.) Does anyone have an opinion on companions using H2H?
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Post by ghastley on Mar 22, 2017 0:05:47 GMT
Some screenshots: Angeline and Diablita with each of her pitchforks \ They both have rigged hair now. Getting Diablita's hair/ears/horns combo into a single texture was a bit of a squeeze, but it wouldn't work until I did that. Diablita is also the safe-for-work variant, using a regular Robert's body. She also comes without the underwear, in a version that would not fit them.
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Post by Sniffles on Mar 22, 2017 0:15:15 GMT
Ghastly; very nice! Hard to believe that is Morrowind graphics. (I believe Diablita was my third grade teacher. Or maybe her sister?)
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Post by ghastley on Mar 22, 2017 23:11:03 GMT
I think that floor is the same one used by UESP wiki for their images of weapons, so I've tried making my own for the documentation of the mod.
Steel, Dwemer, and Daedric. I'd considered making others, but that was enough for the purpose. I'm trying tweak the levels she gets them at, so the player isn't tempted to provide a "better" weapon they found.
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Post by ghastley on Apr 7, 2017 13:35:40 GMT
I noticed the other day that Diablita was not walking any more, just warping closer if the player character got too far ahead. I discovered that she was carrying 1777 Daedric pitchforks, and 397 Dwemer ones, because of a typo in her level-up script, that switches up her weapons according to player level. I'd made a small tweak to the levels at which this happened, but managed to screw up the entire logic at the same time.
I hope I can change her voice without doing the same. Angeline uses a Breton voice, and Diablita currently High Elf, which sound too similar. I'll switch Diablita to Wood Elf, which should be more distinctive.
They've accompanied a mage, an archer, and an Orc axe murderer and behaved well enough in support of each of those characters so far. I may add a bit of dialog to help find them at the beginning, and then they'll be ready to go.
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Post by ghastley on Apr 13, 2017 17:47:54 GMT
If anyone wants to be an alpha-tester (I can't call it beta until I add in a bit of dialog to point the player at their shipwreck) - you can download the first cut here and read the documentation here. And on the topic of dialog, is there a way to add a local rumour that doesn't get overridden by "Solstheim"? Once I turn on that esm, nobody wants to talk about anything else.
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Post by Jac on Apr 24, 2017 17:11:53 GMT
You have to make sure it comes before the Solstheim one. There is a mod out there that makes it so only people up north will talk about that particular rumor, but I forget both the name of the mod and the town - Khull I think? It's been awhile.
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Post by ghastley on May 19, 2017 17:01:19 GMT
My main test character that's towing these two around has been distracted by becoming Archmagister of House Telvanni, and building up Tel Uvirith using the Uvirith's Legacy mod. I haven't found any bad interactions yet, so that's something! No pictures, as I'm using the nude Diablita in that game.
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Post by loriel on May 20, 2017 6:04:10 GMT
If anyone wants to be an alpha-tester (I can't call it beta until I add in a bit of dialog to point the player at their shipwreck) - you can download the first cut here and read the documentation here. You seem to be missing a few textures - specifically: Failed to open image: Resource 'textures/gs/hair01_blonde.dds' not found Failed to open image: Resource 'textures/gs/ko_whitedress_ft.dds' not found Failed to open image: Resource 'textures/war_femme_noglow.dds' not found Failed to open image: Resource 'textures/gs/gs_skinf_diablita.dds' not found which ruins their appearance somewhat. I will test them on my current runthrough - part of my ongoing testing for OpenMW. Loriel
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