[RELzWIPz] Enhanced Skyrim Followers: Aela the Huntress, of

Post » Tue May 29, 2012 6:15 pm

TY
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Music Show
 
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Post » Tue May 29, 2012 11:21 am

Will this play nice with mods that alter Aela's facial appearance?
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Ladymorphine
 
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Post » Tue May 29, 2012 11:10 am

Will this play nice with mods that alter Aela's facial appearance?

Mostly. You'll need to load the appearance mod after mine, and because both will edit Aela, some minor bits of my mod's functionality will be overwritten:

- Her maximum level will be limited to 50.
- The perks I added to her (mid-tier stuff in archery, sneaking, and light armor) will be canceled--most notably, she'll lose the Light Foot perk, so she'll set off traps on the ground.

Eventually this mod should be fully compatible with appearance mods when using Wrye Bash's bashed patch feature, but not yet.
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Josh Lozier
 
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Post » Tue May 29, 2012 4:07 pm

Can see be brought into the Blades eventually or does she just remain a follower?
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Anna Beattie
 
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Post » Tue May 29, 2012 1:32 pm

Honestly, I haven't decided yet. This is ultimately a character-driven mod. At the present time, the Companions are in such disarray, Aela's focus is going to be on rebuilding that organization, not on joining another. Especially not an organization associated with the Empire, which Aela isn't a fan of. So I suspect that most paths through the mod's story will block her from joining the Blades. Will all of the paths block it? I don't know yet. Possibly not.

Also, FYI to all, I've just uploaded http://skyrim.nexusmods.com/downloads/file.php?id=11450. Changes:

- Added uncapped calculation of attributes (Health and Stamina) to go along with uncapped skills when using a player level/skill uncapper.
- Added an unvoiced greeting to Belethor, an unvoiced "Ask about Kodlak" dialogue topic, and a voiced comment on the weather when it's raining.
- Fixed a bug where her combat outfit sometimes wouldn't change until the second, travel outfit had been unlocked. Outfits in general should now update much more quickly and reliably when adding/removing items.
- Fixed a bug where if Aela's mount died, its corpse would continue to teleport to you when you fast traveled, until you assigned her a new mount.
- Fixed a bug with Lydia not "saying" the closing line of an unvoiced banter with Aela when entering Jorrvaskr.
- Fixed a typo in Elrindir's unvoiced greeting.

Cheers!
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SaVino GοΜ
 
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Post » Tue May 29, 2012 10:14 pm

A small update of http://skyrim.nexusmods.com/downloads/file.php?id=11450. This fixes a bug introduced in the last release, where Aela's outfits would always take priority over armor placed in her normal inventory. Not something you'd ever notice if you were using the outfit system, but the bug meant that lesser armor placed in her inventory could actually disappear due to some game engine oddness.
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djimi
 
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Post » Tue May 29, 2012 2:29 pm

After all the help you'd given me working on my own companion mod, I thought I'd give yours a spin and holy crap - now I know how you knew all that stuff. The scope of this mod is just...massive...and what you've done so far is extremely impressive.

I remember using Aela as a follower in the vanilla system. I took her out hunting elk around Whiterun. I downed one with my bow without much effort. We eventually found two more, and we carefully stalked them, getting into range, and then I told Aela that this one was all hers, expecting a masterful shot with her already equipped bow. What I got was Aela taking out her shield and dagger and rushing towards the elk, who quickly and promptly ran away (I use the Faster Woodland Creatures mod). She then tried to chase after it, and got stuck on a rock. The elk got away, she got confused and gave up, and I facepalmed. So, you can imagine my joy when I saw the 'use ranged only' option - no more dagger hunting. :-)

So, thank you and I can't wait to see how this mod evolves!
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Tammie Flint
 
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Post » Tue May 29, 2012 5:52 pm

Thanks! Although I should say, to avoid disappointment, that I'm not sure that even my mod will help in the situation you describe. The "do a favor" AI is handled by the game and is quite idiotic--even if you set Aela to ranged-only mode, if you command her to attack a non-hostile like a deer she'll still go running after it, likely never getting close enough to shoot.

Fortunately that doesn't happen in normal combat. Where I find the "ranged-only" style useful is, as an archer myself, preventing her from rushing ahead to melee with opponents, blocking my bow shots in the process. It should also help her keep her distance to avoid area of effect spells, when playing as a spellcaster.

At some point the SKSE folks will hopefully add a GetCrosshairRef function, and I may be able to use that to get her to more intelligently attack what you command her to.
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Suzie Dalziel
 
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Post » Tue May 29, 2012 12:45 pm

I wonder, then, what happens if I remove all her melee weapons and tell her to kill an elk or something. Will she use her ranged weapon then, or will she try to punch it to death? That sounds amusing enough to try out. :-)

As it stands, I prefer her to use her bow. It's what she's best at and it's what she's supposed to use story-wise. I want her to have the flexibility to switch to melee if something closes in on her, but if not, I prefer her to stick to ranged.

And yeah, I know what you mean with the SKSE thing. OBSE was a godsend when I made a vampire mod back then. I could do so much more with it than without it, once I saw a list of the possible functions.

Oh, you've probably considered this already, but would it be possible to define a variable in one of your scripts to check to see whether the player has set her to be essential and then write a function to reset her status to essential if a quest flips it off (I did something similar in my vampire mod in Oblivion by having an invisible activator teleport to the player and cast a scripted AoE spell every second or so)? I found out about the flipping essential status yesterday when a werewolf hunter (Tales of Lycanthropy mod) one-shotted her while I was staring down a giant. I avenged her, then I had to reload my last save. Then I read your readme. The order in which I did all these things probably could've used some adjusting.
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darnell waddington
 
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Post » Wed May 30, 2012 12:39 am

Oh, you've probably considered this already, but would it be possible to define a variable in one of your scripts to check to see whether the player has set her to be essential and then write a function to reset her status to essential if a quest flips it off

Actually I hadn't thought of that, but it is a good idea, and should be easy enough to implement. Thanks! I will aim to get that into the next update, which I'm hoping to release sometime around this weekend.
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Vera Maslar
 
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Post » Tue May 29, 2012 9:50 pm

Yup, you were exactly right. Aela charged a horker (I figured at least a horker couldn't get away if she decided to be idiotic again) with bow in hand until she got to melee range. She then backed up a few steps and fired. So, she'll use her ranged weapon in ranged only mode even for a favor, but she still closes to melee range regardless. Oh well.

For the horse mounting thing - she didn't seem to want to ride hers. I bought a horse, cast the spell on it (I had to do it twice on this last attempt cause the first cast didn't fully take, but I have done it before in one cast with the same result) until it said it was Aela's Mount. I then got on my horse, but Aela wouldn't mount hers. Instead, she ran behind me, trying to keep up. I have the Ultimate Follower Overhaul mod, but yours is set lower in my load order. Any idea what's causing this? Also, if I give Aela a mount and then try to load a savegame from before she had a mount, the game crashes (this has happened three times now). Once I restart the game, I can load the save just fine.
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jason worrell
 
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Post » Tue May 29, 2012 10:49 am

For the horse mounting thing - she didn't seem to want to ride hers. I bought a horse, cast the spell on it (I had to do it twice on this last attempt cause the first cast didn't fully take, but I have done it before in one cast with the same result) until it said it was Aela's Mount. I then got on my horse, but Aela wouldn't mount hers. Instead, she ran behind me, trying to keep up. I have the Ultimate Follower Overhaul mod, but yours is set lower in my load order. Any idea what's causing this?

Hmm, I just did a quick test with UFO 1.0f and it worked correctly. I started with a clean save and just UFO and ESFAela checked, my mod below UFO. I went to the Whiterun stables and bought myself a horse, then cast the ownership spell on the UFO-added horse out in front of the Whiterun stable. I mounted my horse and walked a few strides, and Aela mounted hers and followed. I then dismounted and fast-traveled to the Riften stables. Aela's horse followed mine, as it should. I then bought a vanilla horse from the Riften stablemaster, and cast the ownership spell at it. The spell worked, and Aela's old horse started to wander off, making the long journey back to Whiterun. I mounted my old horse and took a few steps away from the stable, and Aela mounted her new horse and joined me.

You do generally need to take a few steps once you've mounted before Aela will mount her horse.

Note that the "Aela's Mount" label won't always show up because of the way Bethesda coded the player horse functionality. Once a horse has been labeled "'s Horse," that label can never be removed, so "Aela's Mount" only appears for some mod-added horses and other mounts. You'll know the spell worked because "Ownership transferred" will appear in the upper left. It can take a second or two to appear.

If this isn't working for you, can you let me know what horse you're trying to assign to Aela? And do you have another follower with you, or any other factors I should test with?
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Kortknee Bell
 
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Post » Wed May 30, 2012 2:15 am

Okay, I've tried it with two different horses. The first was a horse that UFO added in front of Whiterun. The spell gave all the correct messages and the name changed. I got on my horse, moved a little, but Aela did not get on hers. After I tried to reload (and crashed), I started the game again and tried the vanilla mount at Solitude after purchasing it. Same thing. I restarted the game and tried the same mount again and that's when I cast the spell twice as I described above. All three times, she wouldn't get on the mount even after I walked a little bit.

My character doesn't have any other followers. He's only ever had Farkas as a follower for a brief moment to put some wolf armor on him before I dismissed him again (I never liked the fact that he had steel armor). I do run with many other mods, but the only follower mods on this savegame are yours and UFO (and as I already mentioned, yours is lower in the load order), and the only other mods I have that affect horses are Cowardly Essential Horses and Realistic Running Speed (and again, yours is lower than either of them). The only other factor I can think of is that at the time, I was running a quest for Aela - to get the first werewolf totem. I've since completed the quest.

I'll try again and see if the results are any different, and I'll also try the Riften stables this time.

EDIT: I just tried it again. It worked perfectly now on the UFO added horse in Riverwood. I didn't even have to move once I mounted and she went straight for hers. The only thing that should be different is now I wasn't running a quest for Aela.
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Peter lopez
 
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Post » Tue May 29, 2012 3:18 pm

I bet that's it--the Hircine quest. I'll give that a try. Hopefully something I can fix just by bumping up the priority of my scripts. Thanks for your help testing!
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Hannah Barnard
 
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Post » Tue May 29, 2012 12:38 pm

No problem; happy to help - one more thing I meant to mention before is that if you use the Fuz Ro Doh SKSE plugin, it can cause some of Aela's voiced lines in your mod to not play. In case you haven't heard of Fuz Ro Doh before (I hadn't till a couple days ago), it comes with prerecorded silence and the plugin plays that silence for all unvoiced dialogue so that subtitles don't go by too quickly. I don't know if there's anything you can do to make it compatible or not (or if you should even bother with it), but I do know that if you take the plugin out of the SKSE folder, the voiced lines will work fine again. It's hardly a critical mod anyway; I only used it cause it was taking too long to record all that silence for my own mod's dialogue and I wanted to test actual functionality. I just mention this in case someone complains in the future that Aela isn't voiced at all.
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Sasha Brown
 
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Post » Tue May 29, 2012 5:49 pm

Yeah, I've been watching Fuz Ro D'oh, since there are a number of silent voice files in this mod, and more coming. I think Fuz Ro D'oh still has some bugs, though. What I believe is happening is, I use compressed .xwm files for audio. FRD looks for a .wav file and if it doesn't find one, does its thing. So it is wrongly assuming here that it needs to step in. I saw other people having problems using it with other mods that use .xwm, like Interesting NPCs.

Edit: yes, in http://www.gamesas.com/topic/1365775-rel-fuz-ro-doh/page__view__findpost__p__20623453 shadeMe says he forgot to account for xwm files. Hopefully an update will be forthcoming.

The Hircine's quest priority was the issue with riding--it has a higher priority than my follower quest. Should be easy to fix, I just need to account for the force-greets when you pick up each totem.

And I did add the looping essential check tonight, so that will be in the next update.
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kyle pinchen
 
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Post » Tue May 29, 2012 8:57 pm

http://skyrim.nexusmods.com/downloads/file.php?id=11450 has been uploaded to the Nexus. This is purely a bugfix release, to correct the various small problems and annoyances people have found in the past two weeks. If no major bugs are found in this release that need immediate attention, the next version of the mod will be 0.4 and will incorporate several new quest- and location-based conversations with Aela ("Ill Met by Moonlight" and "Elisif's Tribute" are two quests you may want to wait until 0.4 before starting, if you haven't completed them already).

0.3.3 makes the following changes:

- Added a fixed version of the outfit system changes attempted in version 0.3.1--swapping outfits should now be faster and more reliable.

- Added a tweak so that Aela will no longer dismount to attack foes unless the player does first.

- Added a tweak so that Aela's mount will now automatically match the speed of the player's mount when using mods that increase the speed of mounts.

- Added the Savior's Hide to the list of armors that Aela will refuse to wear.

- Fixed an issue with other quests removing Aela's essential status when the player has set her to be essential.

- Fixed a bug where Aela would not be properly dismissed if left waiting/relaxing for longer than 24 hours.

- Fixed issues where an active Totems of Hircine quest would override the mod's following/riding AI due to its higher quest priority, and finishing a Totems quest would remove Aela as a teammate (but read "Known Issues" on the main screen).

Enjoy!
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Sunny Under
 
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Post » Tue May 29, 2012 9:16 pm

I've just uploaded http://skyrim.nexusmods.com/downloads/file.php?id=11450 to the Nexus. This update adds a mix of both new story content and new functionality. The main additions are:

1) A handful of short unvoiced conversations that Aela will initiate. Several of these will take place during the "Ill Met by Moonlight" quest in Falkreath; one takes place at the start of the "Elisif's Tribute" quest in Solitude; and one will trigger the first time you approach a Nord ruin with Aela following you. All told these cover about 170 lines of writing, although you won't see all of that in one playthrough.

In the "Ill Met by Moonlight" conversations in particular I've tried hard to use Aela's association with werewolves, and Hircine, to draw out some nuances and possibilities from the quest that the vanilla game ignored. And in general I'm trying to write conversations with a greater awareness of Elder Scrolls lore as well as the player's gender, race, morality, etc., in order to create some new roleplaying choices (there are two new points where, via conversation with Aela, the player can bring "Ill Met by Moonlight" to a premature halt, for example). These conversations in the update are just the start: there are going to be many more based around the game's quests, locations, and situations.

2) You can now ask Aela to transform into her beast form, once per 24 hours, as long as you are away from habitation. This can be done both in combat, as a matter of tactics, and out of combat, for roleplay purposes.

There are a number of smaller enhancements in the update as well: new post-combat commentary ("Good job, Shield-Brother/Sister!" and the like), auto-dousing of torches when sneaking or riding a horse, an optional map marker, etc.

Enjoy the new content, and let me know if you experience any problems with it.
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.X chantelle .x Smith
 
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