Darkvalkyr Posted August 17, 2012 Share Posted August 17, 2012 No problem. Lemme know if you do end up finding a workaround though - I'm quite stumped on that. SKSE did something to let people change CombatStyles by using formlists and a new command SetCombatStyle (but that always CTD's for me so I ended up just using Packages to define combat styles) maybe they can do something similar. Link to comment Share on other sites More sharing options...
SkyrimAvio Posted August 19, 2012 Share Posted August 19, 2012 If you are going to make a custom armor for atvir i would rlly suggest using parts of the scout armor of Doodaboom, even though he isn't a scout, he sure looks badass while dual wielding and wearing that armor :) Link to comment Share on other sites More sharing options...
Lovinhappychicken Posted August 19, 2012 Share Posted August 19, 2012 Love the mod personally as Atvir is a badass companion but i have another suggestion for possible future plans. Since you already are thinking about adding interactions with Darkvalkyr's "Fair Khajiit" companion mod i was wondering if you would also be willing to add some interactions with Mujuro's "Cerwiden" companion mod since the trio would make for an excellent team and all are/plan to be fully voiced, however I understand that this will also require permission from Mujuro. Just a suggesting again but I love voiced, interaction companion mods and thought it would be spectacular to have three different rolled companions all be able to be on the same team and interact each other and would definitely attract a lot of attention across the community. Either way your mod is just plain awesome and eagerly anticipate the next updates. Link to comment Share on other sites More sharing options...
JanusForbeare Posted August 19, 2012 Author Share Posted August 19, 2012 (edited) @lovinhappychicken: It's always been my intention to make Atvir interact with as many other companions as possible. I've brought the subject up with the authors of Fair Khajiit (as seen above), Skyrim Vilja (not yet released), Herman (haven't heard back, need to try again), and... actually, I think that's it. There aren't that many voiced companions in development. I didn't realize until recently that Ceridwen was custom-voiced - but if Mujuro decides to expand her personality, I will definitely bring it up. That being said, some thought will have to be given to the best way to implement inter-party dynamics. As Emma pointed out to me, we can't simply ESMify one of the companions and make their file a master to the others; it doesn't make sense to require one companion to use another. We could potentially make a blanket master file that all the complex companions use - Companion Interactions.esm or something like that. That will require a fair amount of coordination between modders, and the file will be required to run any of our companions, but it at this time it seems like the only reasonable way to go about it. As you can see, dialogue and interaction between companions is still quite a long ways from being realized, but it's definitely on our minds (well, mine at least). Edited August 19, 2012 by JanusForbeare Link to comment Share on other sites More sharing options...
Sky999 Posted August 19, 2012 Share Posted August 19, 2012 The features you hope to add sound amazing, I just hope they can be fully realised! :thumbsup: Atvir Dres sounds like the best follower mod there is (has ever been?)! Link to comment Share on other sites More sharing options...
Darkvalkyr Posted August 19, 2012 Share Posted August 19, 2012 Oh it's definitely on my mind too. :P I do believe that the safest and least-stressful way from a modder's POV to have companion interactions across mods is just to have various versions of an ESP to make the interactions, like FK-Atvir.esp that triggers dialogue between Feres and Atvir if a player uses both mods. Another version would be like FK-X to trigger dialogue with Feres and X if a player uses those but not Atvir. A third one might be FK-X-Atvir to trigger all. It's a chaotic mess from a user's POV though. A single ESM that merges all follower mods (thus they wouldn't have to use the individual ones). Issue with that is, it just doesn't seem continuous as each follower tends to use different mechanics and systems. I'm sure if we do go down this route the discussion will follow in tow. In the meantime, it's on the 'down the line' list. ;) Link to comment Share on other sites More sharing options...
worldofscotty Posted August 19, 2012 Share Posted August 19, 2012 (edited) Atvir Dres sounds like the best follower mod there is (has ever been?)! That's a bold statement. I hear the sound of Willow inscribing your name on a bullet and inserting it into Beauty (New Vegas) It's the best Skyrim follower by a landslide That said this is still in the very early stages and if it keeps going in this direction it's going to be really special, it already is amazing tbh. I still love this guy. I get the feeling I'm supposed to strongly dislike his bad attitude but in a world of cardboard cutout people he is the best option for a friend :D I've taken to calling people fetchers in real life btw. Every time he screams 'fetchers' and runs off I just chill and wait for him to come back with scalps. Edited August 20, 2012 by worldofscotty Link to comment Share on other sites More sharing options...
omnimuffin Posted August 20, 2012 Share Posted August 20, 2012 If you're looking for companions to have possible interactions with, Interesting NPC's has more than a few unique, voiced followers who'd go well with this. Link to comment Share on other sites More sharing options...
DreamKingMods Posted August 20, 2012 Share Posted August 20, 2012 (edited) That being said, some thought will have to be given to the best way to implement inter-party dynamics. As Emma pointed out to me, we can't simply ESMify one of the companions and make their file a master to the others; it doesn't make sense to require one companion to use another. We could potentially make a blanket master file that all the complex companions use - Companion Interactions.esm or something like that. That will require a fair amount of coordination between modders, and the file will be required to run any of our companions, but it at this time it seems like the only reasonable way to go about it. Having one "CompanionInteractions" file that modders collectively contribute to may indeed be the best way, but it wouldn't need to be a master file that is required by each follower. The new GetFormFromFile command obviates that. It allows you to detect what mods are loaded, load in forms from them, and take appropriate action. So for example if Atvir and my Aela follower are loaded, a quest with banter scenes between them is enabled and the two actors are pushed into the relevant aliases/script properties; if Atvir and Feres are both loaded, likewise; and so forth for the other permutations. I'm working on something using this technique for Dawnguard now, allowing banters between Serana and Aela if both are following the player and Dawnguard is loaded. But I don't need to have Dawnguard.esm be a master, and if it isn't loaded, the interactions simply don't happen. As that suggests, we don't even technically need a separate .esp file for inter-mod banters. For example, all the Atvir-Aela banters could be in your .esp; or they could all be in my .esp; or we could divide them up so that some would be in your .esp and some in my .esp. And again, similarly with Feres, Vilja, and others. At that point it's more a question of politics and trust. Edited August 20, 2012 by DreamKingMods Link to comment Share on other sites More sharing options...
calfurius Posted August 21, 2012 Share Posted August 21, 2012 I wonder how that would be like, two followers talking to each other. Would it be like in tavern? Or while you're walking down the road like in dragon age. Link to comment Share on other sites More sharing options...
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