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Post by ghastley on Jan 17, 2017 14:20:56 GMT
I've started work on a mod for Morrowind based on the Grumpy Template version 3, which features two sisters with unique outfits, and in one case, race. In-game imageThey were originally created for an Oblivion mod which was never completed. Partly that was because of issues involving invisible headless dead sheep, but also because of the amount of voiced dialogue that I wanted, and couldn't produce without help. Morrowind's use of text-based dialogue makes them potentially more viable there. The TES IV mod worked (mostly) with silent dialogue, and the glitches were confined to issues of location detection, mostly when the two were separated. I've also played them as player characters in Skyrim. Without an unarmoured skill, it was challenging, but having the extra perks available for offence balanced that quite well. Voice concerns meant that I never started a mod for that. I need help on a number of improvements on the base companion: - Making them use Unarmoured, and keeping the original "outfits" viable, as that's a major visual feature.
- Levelling Diablita's pitch-fork (spear) so she can continue using it as a primary weapon. Angeline would probably use bow and spells for balance.
- Re-using Hello/Idle sound files for Diablita's race. It doesn't matter if she sounds like a Breton, or Imperial, as nobody has pre-conceptions of her voice.
- Any inter-companion ideas.
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Post by ghastley on Jan 19, 2017 14:23:52 GMT
Another request to add: is there a recommended way to implement a "stand aside" to prevent companions from blocking the player into confined spaces? This is twice as likely with a pair of them!
And who in Bethesda designed the AI that makes all followers prefer to stop in doorways? That happens in every one of the games.
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Post by Sniffles on Jan 19, 2017 19:56:22 GMT
Another request to add: is there a recommended way to implement a "stand aside" to prevent companions from blocking the player into confined spaces? This is twice as likely with a pair of them! And who in Bethesda designed the AI that makes all followers prefer to stop in doorways? That happens in every one of the games. I doubt there is any one way to get followers out of the way. Was in Radiant Rainments Skyrim the other day and had to use the comsole to get to the exit. 17 followers. Just think of it as part of the fun of the game.
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Post by jgf on Jan 20, 2017 0:33:53 GMT
Another request to add: is there a recommended way to implement a "stand aside" to prevent companions from blocking the player into confined spaces? This is twice as likely with a pair of them! And who in Bethesda designed the AI that makes all followers prefer to stop in doorways? That happens in every one of the games. Several of the Morrowind companions (such as Constance) have a dialog option to "step aside" for such situations, but I don't think this can be implemented automatically (as in Oblivion).
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Post by ghastley on Jan 25, 2017 16:56:56 GMT
I just added Improved Teleportation to their game, so that I can use Mark/Recall and the Interventions (sounds like a pop group from the sixties) and they're moving along.
So far, I've been able to withhold "better" equipment to keep them dressed as intended, but that meant leaving some valuable heavy armour behind a couple of times. I'm reluctant to edit their costumes up to higher defence ratings just to to keep them wearing them, and need to find a better way that won't make them over-powered. I'll probably have to add it to their script(s).
I'm also considering making the pitchforks enchanted weapons, so there won't be creatures immune to them. What's a good enchantment to use? Minimal fire damage?
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Post by blockhead on Jan 25, 2017 21:03:55 GMT
Mark/Recall and the Interventions (sounds like a pop group from the sixties)
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Post by jgf on Jan 25, 2017 21:45:59 GMT
... So far, I've been able to withhold "better" equipment to keep them dressed as intended, but that meant leaving some valuable heavy armour behind a couple of times. I'm reluctant to edit their costumes up to higher defence ratings just to to keep them wearing them, and need to find a better way that won't make them over-powered. I'll probably have to add it to their script(s). If memory serves me well (it's been years since I tweaked Morrowind), NPCs will don the highest rated armor they have for their major armor class; so if their medium armor rating is significantly higher than their heavy armor rating, they will opt for medium armor even if carrying better heavy armor; if they have two similar pieces of armor they will use the most expensive. With clothing they always wear the most expensive, so to keep them in certain clothes just make a custom set and value each piece higher than anything else you are likely to give them. I'm also considering making the pitchforks enchanted weapons, so there won't be creatures immune to them. What's a good enchantment to use? Minimal fire damage? I always preferred "absorb health" since very few enemies are immune to this, you could also set the pitchforks as silver weapons.
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Post by ghastley on Jan 25, 2017 22:01:32 GMT
If memory serves me well (it's been years since I tweaked Morrowind), NPCs will don the highest rated armor they have for their major armor class; so if their medium armor rating is significantly higher than their heavy armor rating, they will opt for medium armor even if carrying better heavy armor; if they have two similar pieces of armor they will use the most expensive. With clothing they always wear the most expensive, so to keep them in certain clothes just make a custom set and value each piece higher than anything else you are likely to give them. The problem with that is that Diablita's outfit is a lack of one. See the image link in the opening post. I wish there was a simple races-allowed list for each item, as Diablita would automatically not wear anything. Angeline's could be set beyond exquisite, though. I always preferred "absorb health" since very few enemies are immune to this, you could also set the pitchforks as silver weapons. I like the idea of absorb health for a companion, as it will let them catch up on the lesser opponents what they might have lost on the tough ones. That avoids some micro-management of their health. I assume checking the "silver weapon" box doesn't show anything in-game? I might use that on the lowest-level one.
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Post by jgf on Jan 26, 2017 7:50:06 GMT
The problem with that is that Diablita's outfit is a lack of one. See the image link in the opening post. I wish there was a simple races-allowed list for each item, as Diablita would automatically not wear anything. You could create a set of high value invisible clothing. There is a set of "Dream Armor" for Morrowind that does this, designed primarily so your character, or an NPC, could show off their nice clothing and still be armored. You would need a full set of clothing - shoes, gloves, pants, shirt, skirt, robe - so they would never don anything you gave them to carry, but you could set the "weight" to zero so the character would not be encumbered by them I like the idea of absorb health for a companion, as it will let them catch up on the lesser opponents what they might have lost on the tough ones. That avoids some micro-management of their health. I assume checking the "silver weapon" box doesn't show anything in-game? I might use that on the lowest-level one. Setting a weapon as silver merely means it will be effective against creatures that are immune to normal weapons, such as ghosts, but there are no visible changes in the game. It is particularly useful early in the game if you think it is too soon for a character to have enchanted weapons (which must be recharged) but don't want them to be powerless against such creatures and don't want them to have the default silver weapons.
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Post by ghastley on Jan 26, 2017 18:18:16 GMT
I'm still getting my head around what body slots are which. There are ones that displace body parts, and ones that don't, with Better Bodies complicating things with the extra Left slots. I'm unclear if I can block all the slots with invisible clothing, but I'll check it all out. Angeline's outfit is all in slots that don't displace body, so she has feet as well as shoes, and so on.
When I played Diablita as the player character she used a pitchfork that she enchanted with soul trap and fire damage, intending to use it with Azura's star to feed itself. Prior to obtaining the star, it would run out of charge very quickly, but retained its ability to affect all enemies even when fully discharged. I suspect that full discharge lasts zero time, because of the constant self-recharge, making it minimally charged at all times.
My intent with the enchantment on the pitchforks is that they would drop to nothing quickly, and so the base damage would be the norm, but would give a nice boost at the onset of a battle, when most needed. Once the enemy numbers drop, it's not needed so much
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Post by Jac on Jan 26, 2017 19:51:46 GMT
Several of the Morrowind companions (such as Constance) have a dialog option to "step aside" for such situations, but I don't think this can be implemented automatically (as in Oblivion). It can, but it involves a bit of scripting: set pcDist to ( GetDistance player ) set warpTimer to ( warpTimer - GetSecondsPassed )
;wander timer, gets used in step aside and cell change if ( moveTimer < 500 ) set moveTimer to ( moveTimer - GetSecondsPassed ) if ( warpTimer < moveTimer ) set warpTimer to moveTimer endif if ( compMove == 2 ) if ( pcDist > 100 ) set compMove to 1 set moveTimer to -1 else set moveTimer to 2 endif endif if ( moveTimer <= 0 ) set moveTimer to 600 if ( JasFollowing == 1 ) AIFollow player 0 0 0 0 endif elseif ( GetSpeed > 41 ) SetSpeed 40 endif endif
if ( compMove == 1 ) if ( pcDist < 70 ) if ( moveTimer > 500 ) set moveTimer to 2 set compMove to 2 AIWander 300 0 0 0 0 endif endif endif
compMove and pcDist are ints while the two timers are floats. The above snippets are part of a much larger script based on Grumpy's, but I think I got the relevant bits. @ghastly: In regards to the clothing issue (or lack thereof), you have two options: either turn off companion sharing completely or create a complete invisible outfit for the naked one. This means, boots/shoes (or set her as a beast race so she won't wear them to begin with), robe, shirt, skirt, gloves/gauntlets, pauldrons, breastplate (chest piece), helm, and greaves. Personally I'd just turn off sharing and have a line where she tells the player she won't carry their filthy stuff or that she's not a pack rat. I'm not around very often, but I'll try to keep an eye on this thread and help as I can when it's needed. Good luck.
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Post by jgf on Jan 26, 2017 20:12:35 GMT
If you don't ever want her to wear anything, just make sure every body slot has some high value invisible item assigned to it. If it has to be armor give it a very high health, otherwise when it gets worn out she will take it off and put on whatever else she has for that slot (you will still have to repair it occasionally, but should be able to do so before it wears out). This can get complicated with Better Bodies so may take some trial and error (a good excuse for more play time); give her a full set of invisible clothing the add other "wearable" things to her inventory to see what she does with them. The main problem is that armor takes precedence over clothing, so you may have to go the "Dream Armor" route if you want her to be a pack mule for whatever armor you give her. I know next to nothing about scripting, but it's possible the Morrowind Script Extender would allow you to make her never wear armor, so the invisible clothes would be sufficient (especially if you want her to be an unarmored character).
The enchantment you want is fairly simple since you are creating a custom weapon, just balance the charge on the weapon with the power of the enchantment until you get the number of strikes you want (then watch your companion waste their weapon on rats and scribs so it has no enchantment when you come face to face with a dremora lord, lol).
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Post by jgf on Jan 30, 2017 13:17:38 GMT
...It can, but it involves a bit of scripting: .... Ah, the bane of my modding "career", lol; I quickly learned i had absolutely no aptitude for scripting or dialog. So my two major Morrowind mods died with nothing more than the physical manifestations created. (And can't even get that far in Oblivion since the CS contains so little to work with.)
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Post by ghastley on Jan 30, 2017 14:47:31 GMT
I just had to take a step backward. Both companions were using the same script, as their basic following and levelling processes were the same, but when I wanted to add in some "if this is Angeline, do this" code, I discovered that there was no way to identify them, and they needed separate scripts to do so.
Of course, once they're in the game, which script they use is fixed, even though the content of that script can change. So I've had to start a new game to test with separate scripts.
The reason for doing this was my first attempt at replacing Diablita's spear as she levels. I have three spears - steel (silver), dwarven (enchanted), and daedric (enchanted), and need to determine the criteria for getting a new one. I can base it on level or skill, which shouldn't differ much. However, this being Morrowind, with placed loot, I can find better, if I've played before and know where to look. Not having her grab a glass halberd before she gets a dwarven pitchfork could be tricky.
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Post by Emma on Feb 3, 2017 21:21:16 GMT
Another request to add: is there a recommended way to implement a "stand aside" to prevent companions from blocking the player into confined spaces? This is twice as likely with a pair of them! And who in Bethesda designed the AI that makes all followers prefer to stop in doorways? That happens in every one of the games. Of course, take a look at Constance, there is a topic for her which makes her do exactly this. It is toggle-able, as the "bad" thing is that a companion that moves out of the way at doorways will for a brief moment be in non-following mode. It doesn't matter if you have only one companion with you, but if there are several and they all have this feature, you are bound to have problems EDIT: Oh, I see that you already got an extensive aanswer by Jac However, there is still a benefit with having it toggle-able, see above.
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