elricshan Posted December 6, 2013 Share Posted December 6, 2013 well, as she uses a custom followerscript that aplies to her and her alone, i guess it will work fine with ufo, so as i see it, it is just something more that makes her unique and another reason to use her :P Link to comment Share on other sites More sharing options...
maxx130 Posted December 6, 2013 Share Posted December 6, 2013 Awsome new dialog lol the part about breaking a nail during combat made me laugh :smile: Keep it up! Link to comment Share on other sites More sharing options...
MyOwnMadness Posted December 9, 2013 Share Posted December 9, 2013 Looks great, if only all follower mods had this much detail. Nice to see such dedication, keep up the good work! :D Link to comment Share on other sites More sharing options...
djjohnjarvis Posted December 9, 2013 Author Share Posted December 9, 2013 Thank you :) Link to comment Share on other sites More sharing options...
ryanshowseason2 Posted December 9, 2013 Share Posted December 9, 2013 I support rolling your own follower system. Not everyone uses the same follower system or even keeps the one they do use updated. Trying to support and fix bugs coming from multiple fronts like that is troublesome. Making your own system separate from even the vanilla system sidesteps all of that and allows you to only have to fix your own bugs instead of conflicts with other people's systems. If skyrim had a debugger worth a $%^@ then I'd be all for integrating other's systems since it would be a lot simpler to step through code and find conflicts. As it stands though it is quite a guessing game to fix bugs and its amazing authors fix as many as they do. As a programmer I applaud them because I don't have the patience to test and fix without a debugging environment. So yeah roll your own, its truly the best decision if you want to do anything custom or else you'll be fixing other people's bugs. And this follower is VERY custom. Link to comment Share on other sites More sharing options...
Megakoresh Posted December 9, 2013 Share Posted December 9, 2013 I support rolling your own follower system. Not everyone uses the same follower system or even keeps the one they do use updated. Trying to support and fix bugs coming from multiple fronts like that is troublesome. Making your own system separate from even the vanilla system sidesteps all of that and allows you to only have to fix your own bugs instead of conflicts with other people's systems. If skyrim had a debugger worth a $%^@ then I'd be all for integrating other's systems since it would be a lot simpler to step through code and find conflicts. As it stands though it is quite a guessing game to fix bugs and its amazing authors fix as many as they do. As a programmer I applaud them because I don't have the patience to test and fix without a debugging environment. So yeah roll your own, its truly the best decision if you want to do anything custom or else you'll be fixing other people's bugs. And this follower is VERY custom.That part about debugger: so much yes. For a game that is BUILT for mods and owes most of it's success on PC to mods, absence of a proper debugger is really frustrating. Even the simplest things, like why is the face texture so much darker, when the weight of the character is correct, are pretty much impossible to figure out because it's impossible to view texture load logs or which textures the character uses, what mods override which values and other stuff that consoles in many other games readily provide. I hope next proper ES game (not ESO, since thats not a proper ES game) will have a proper debugger. Link to comment Share on other sites More sharing options...
MortalEngines Posted December 9, 2013 Share Posted December 9, 2013 Loving the look of this mod at the moment and all the awesome stuff being implemented. I just have one concern and this might be completely null and have a reason, but looking at the dialog test video, it feels like there is an awkward pause between each of Sofia's lines. Like, she'll say something and then a but, which will hover for what feels like too long before saying the rest. It's not horrible, just a little jarring and kinda does a disservice to some great voice work. Sorry if this is out of turn. Link to comment Share on other sites More sharing options...
djjohnjarvis Posted December 9, 2013 Author Share Posted December 9, 2013 Yes I second that about the debugger. I wish the scripting language was also a bit more powerful as the available functions are lacking a bit and without SKSE it would be even more limited although with a bit of creativity you can come up with workarounds in most cases. One thing that is currently annoying me is that there is no simple function to set an actors level (not even with SKSE) yet you can do it in the command console in game. @MortalEngines I think this is a problem with Skyrim in general and I've noticed it with some vanilla NPCs. It's to do with the lines having to be split up due to only being able to fit a small amount of text on screen at a time. I'm guessing that there must be a slight delay whilst switching to the next line. I might eventually take a look at a few of the worst affected lines and adjust the amount of silence between each line, but I'm sure you can understand that this is not easy when there are hundreds of lines that are sometimes split into 3 or 4 segments and that it requires me to edit the actual audio file. Personally it hasn't been enough to bother me that much but I can understand that some people might notice more than others. Link to comment Share on other sites More sharing options...
MortalEngines Posted December 11, 2013 Share Posted December 11, 2013 @djjohnjarvis Yeah for sure I noticed it in the game too. I think the thing that's making it worse is the choice of when to cut it off. Since it's on the word 'but' it's a bit more noticeable than during normal game dialogue when it normally falls at the end of a normal sentence. I understand that you must have a huge chuck of audio files though, I just thought I should mention it. Maybe you need an assistant with all the stuff you've got to deal with, haha! Oh also, just a question, will Sofia be aware of traps and dodge them as the player does? I'm so sick and tired of dodging plates and other trap triggers, only for my companion to then step on them and nearly kill us both (and on some occasions, actually has). Link to comment Share on other sites More sharing options...
djjohnjarvis Posted December 11, 2013 Author Share Posted December 11, 2013 Yea well I don't always have a choice with where I cut the lines. Sometimes it's not possible to fit the entire sentence so I have too find the next best thing which is usually a comma or where someone might hesitate slightly such as after the word 'but'. With more complex dialogue you have to sacrifice a bit. All follower dialogue done using the normal follower comments system in Skyrim is limited to a ridiculously small amount of characters so they are all one line and there isn't such a problem but they are so boring and repetitive. Sofia uses a custom comments system however that uses a clever work around to achieve the same results but overcomes all limitations using a system that is more similar to quest dialogue which uses multiple split lines which means it is not limited. And because it is custom I have also scripted it to not trigger over the top of player conversations and quest scenes unlike other followers. So if you look on the bright side her dialogue can be any length, can be set to trigger in any possible way and will only trigger if I tell it to making her one of the most detailed, least annoying and most customisable followers in terms of dialogue. Yes Sofia will avoid setting off traps. She is designed for convenience so things such as staying out of the way of battle if requested and not just charging in, and not activating traps are important and are for the most part already implemented. Link to comment Share on other sites More sharing options...
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