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Post by marek0712 on Feb 9, 2011 1:51:39 GMT
Now, about his story (let me know if adding a new post for each subject isn't good, then next time I'll change it), it works depending on a variable in his quest that I called "trust", instead of only disposition, he picks this variable to make him advance in his story stages.
Between stages, if you don't have enough "trust", he can change the subject by telling other information about his life, I remember the beggining now, he then talks about his city, then two things about something in his childhood. These adds bonus to the variable. If you get along with him or use the bribe option to boost his disposition and "trust", he keeps telling you more (even if you didn't aventure with him).
Why I chose this, first, if you're too much curious to listen to his full story for once, you can make him rich and he shall talk about everything. (Of couse, it's not good for the romancing part, because you don't change the love variable and if you say that loves him, he'll say something fool).
Another thing is, with the addition of non-related comments he may have about himself, the story can become less linear, I mean, if you listen to him in a different sittuation, you could bribe him twice and jump the part where he talks about Senchal, and then, listen to that later, or, listen to his full story first and then listen to his extras.
Sorry if it's not what you asked, my English is tricking me right now, if it's something else, gimme an example, maybe. Also, other solutions are welcome too, I have to admit, I didn't check how Vilja deals with her story...
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Post by amgepo on Feb 9, 2011 6:50:44 GMT
The problem I had find could be avoided in two ways, one teleporting him to his destiny and another one, making him teleport in leaps, like when he is following you (obviously this is more complex). Making her teleporting to the destiny could be made like Emma says, making him teleport when you left the cell he is in. Gaining his trust by money, makes sense, but to certain extent. There should be a point, where you could only gain more trust from him by adventuring with him (or by romancing, unless romancing options are available only when his trust is maxed). I haven't tested more today, but I suppose tomorrow (or maybe I should say today ) I'll have more time.
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Post by marek0712 on Feb 9, 2011 14:28:29 GMT
Sure, bribing him isn't the only way to increase his variables and disposition. I also implemented that sittuation where he's hungry or thirsty (he picks that randonly, that part isn't governed by a variable like in Vilja) and there's a script (that, thinking now, I shall revise) in his quest to increase one point in them for each day you have near him. Also, if you choose romance, all his romancing dialogues increase most of his variables. I think, that gives the player both possibilies to advance slowlier or faster.
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Post by amgepo on Feb 9, 2011 14:59:37 GMT
Have been testing a little more. Found this: -When you ask him to sit down and then you sit, he didn't stand up when you do. This is not a problem at all, but not sure if it was intended this way. -His block, blunt and heavy armor skills are too low. This is only a problem in the case of block. As these skills didn't appear in his skill menu either I suppose they aren't main skills but you could set them to a given value (another skill level for example) periodically. -If he dies in combat (when not essential), he continues healing himself after dead. -He snore while sleep . Now seriously, this is a good detail. -When you ask him to teleport to the meeting spot, he didn't end the conversation and when you do, he won't teleport at all.
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Post by marek0712 on Feb 10, 2011 5:52:12 GMT
Great, amgepo, I'm taking notes on everything, so on weekend or next week, I'll fix/revise everything at once (classes at game school are becomming more serious I have some top priority things...).
-About the sitting part, I tried to implement a way to him to recognize that you stood up, but instead, I got him following me all the time. Good point to add to the limitations part of the read-me.
-The idea of trying making the block skill better is interesting, I dunno if Neeshka has the same problem in her archer way, if you change him to melee version, he would pick block, heavy and blunt as major skills. I might try to solve this... but how did you get to see these levels? Did that command "show", also show these things?
- About the "snore", hehe nice that you liked, but it has a limitation too. Like, it seems that the script I added (I simple version found on Vilja) makes him speak even when sleeping or when he's dead. I managed to make him stop on dead but for sleeping, I got that idea, coz' I'm sure girls would love it!! But, for example, if you ask him to sleep and there is no bed, he picks his pijamas and snores even if he's not sleeping. I really don't have any idea on how to filter this, any suggestions?
The rest is allright, I can't check the CS now because I'm using my brother's computer.
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Post by Emma on Feb 10, 2011 10:48:37 GMT
I think the "snore" thing is very cute an endearing - with Fergus, not in real life!!! - but what happens if he is unconscious, will he also then snore?
Ver 1 of Vilja is in her download section on TES-Nexus, there you should see how I kept her (relatively well) from talking when she was asleep or unconscious (there was something with being unconscious in lave that still made her talk I cannot recall the exact circumstances now). Admittedly, I know longer remember from the top of my head how this was handled, but it's in there.
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Post by amgepo on Feb 10, 2011 16:27:54 GMT
have you tried with the GetSitting function on player? the 4 value represents 'getting read to stand up'. You could put Fergus in follow mode at that point. Well, this will work only if this function works as it seems. I use GetAv skillname with the actor selected in the console. You can use this in a script as actorID.GetAv skillname. I would use getav to obtain the blade skill level in a variable, as variable=actorID.GetAv blade and and then use store the variable value in block skill with SetAv, as actorID.SetAv block variable. You could make this periodically or at certain events to ensure that the skill is actualised. use a condition in de dialog, with the function GetSleeping, checking that the value is 3 ( a little explanation to this function).
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Post by marek0712 on Feb 11, 2011 3:29:59 GMT
Whoa, that idea of the setav could kill the possibility to give different classes to Fergus (as Nesshka has, you can set a version more archer type and other more warrior type). Fergus can have his class and I could set all other important skills as long with the bonuses in disp. Very nice! I'm going to check Vilja V1, following the logics in the scripts, I bet if he gets unconscious and speaks, would pick one of his generic sentences. I used "GetCurrentPackage" for the snores, but I already took a look at GetSleeping (thanks for the link, amgepo!!!!) as well as GetSitting. I thought there was only "IsSitting" but there is no "IsSleeping", that's I chose that path. Ah, I'm thinking in using PositionCell instead of MoveToMark for his teleporting (I mean, teleporting for PCHouses or Inns), do you guys think it's a good idea? I read about it, and dunno, need to test, of course. Here's a link of what I'm doing for my Game School LOL =P
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Post by amgepo on Feb 11, 2011 16:28:02 GMT
PositionCell, is a great choice for teleporting to places chosen when making the script, as you needn't to use a token. The problem with using positioncell for player homes, is that you need to provide the cell reference to the command. This way, while you avoid using a token for referencing with moveto function, you need a variable to store the cell reference. Besides, I'm not sure if there is a vanilla method for obtaining the cell reference. If you didn't mind making Fargus OBSE dependant, you could use variable=player.GetParentCell. But even then it wouldn't be better than using moveto. Of course if you want to use PositionCell to teleport only to vanilla player homes, I see no problems. EDIT:Wat a menacing mixer!
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Post by Emma on Feb 11, 2011 21:24:52 GMT
I use positioncell a lot for Vilja, works great. As Amgepo say, it is in specific situations that you need something else, for instance when arranging teleporting to a moddermade "home". Then you need to place a Xmarker in the house and use it to teleport him (moveto Homemarker)
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Post by marek0712 on Feb 11, 2011 22:26:08 GMT
Cool, I just finished the mixer and finally I'll pick Fergus project. Oh well, I'll be back when I finish things here. When I said PCHouses, I meant vanilla houses, he's supposed to wait you in the original cell from there, for moddermade homes the only option avaiable would be the House Mark that he already has. Sometimes I think to add three House Marks to him, one house doesn't look enough sometimes...
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Post by amgepo on Feb 11, 2011 23:46:07 GMT
Well, NOW this is a menacing mixer!!!
Definitelly various house marks would be an improvement. Too many cool houses out there to stick to only one.
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Post by marek0712 on Feb 13, 2011 4:54:09 GMT
Oh, well, the various house marks will have to wait, I would need to revamp all his ai for this because of the sleep mark %P Well, finished the changes to improve the esp as it states, Here's the link for an update for people that is playing the Beta versionWhat's new? -Refined Snore on Sleep and his idletalk (He might not talk when unconscious too) -Removed Healing after death (if not essencial) -Removed possibility to change his class. A script will update (once per day) his Block, Blunt and Hand to Hand, Heavy Armor, Mysticism and Alteration -Tried to implement a better menu to see stats but that wasn't possible for this version. -Revised bonuses on disposition and trust. Also revised the levels in the "Talk about yourself" topic, so if you don't have what it takes, he might take more time to talk all about his story. (Note: Bribe cheat is over, now bribing gives you 5 points in Disp and 1 in trust, instead of 5) -Changed Responses for Flirt Topic (hope they're less theatrical) -Follows Player, when stand up, if player asks him to sit first via dialogue. -Fergus teleports directly to locations asked. During the intro, when you arrive in IC, he'll go directly to The Foaming Flask if player changes cell. -Fixed an issue on his Recall topic. -Used TESEdit to check any other issues. -Found a missing Lip Sync. Note: I used that "Check Errors" in TES4Edit and then I started to have crashes on my game. Then I revised everything in the ESP (found nothing) and when I played again, everything worked all right. My computer isn't nice too, I'm confused. Hope you won't have crashes too.
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Post by marek0712 on Feb 13, 2011 4:58:49 GMT
Oh, do you (all) think it would be nice to upload him in TESNexus now? I think he's ready.
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Post by loriel on Feb 13, 2011 8:14:38 GMT
Oh, do you (all) think it would be nice to upload him in TESNexus now? I think he's ready. I've just started using him, and I agree with the previous favourable comments about him. However, I did notice a few minor typos in his dialogue (only visible if you have subtitles on, of course) - e.g. "comming" instead of "coming". Would you like me to run his dialogue through a spellcheck before you release him via TesNexus? Lorile
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