[Mod-announce] The Lady said NO! REV SILVER 9.2 for Oblivion has
been listed on elricm.com
Elric Melnibone and the Elder Scrolls Web Portal
Elric_Melnibone at elricm.com
Sat Dec 15 06:59:54 PST 2007
The download: 'The Lady said NO! REV SILVER 9.2'
in category Oblivion/Companions
by Duke Patrick AKA SpookyFX.com has been listed
on elricm.com.
The page link for this individual mod/file is:
http://www.elricm.com/mods.php?mod=4142
Mod Descripton:
Revision 9.2
Small fix to her HELP ME script.
Will reduce how often she yells for help just a
little.
The Lady said NO! REV SILVER 9.2
Requirements: Red Headed Gang VER 6 (Quest and
Girl Companion MOD) by HaranBJ
Description
......................
Cecilia reminded me of one of my real life
companions.Because of the similarity a realization
hit me, and then bugged the heck out of me until I
did something about it. All Oblivion companions
(until now) were slaves to the players every
whim. Never saying NO to your orders. Cecilia now
has a mind of her own.
Depending on her mood she may or may not do what
you want her to. At first my plan was to use a
simple random choice script, but as I learned the
Dialoged system in the CS I realized that I could
do a lot more than that. Cecilias AI is
complicated enough to offer the player a role
playing mini game.
Her choices are not just based on just random
selections. More than 80 percent of her actions
are reactions to how you treat her. What you say
to her and when you say it is very important.
I believe that the internet and head to head style
games such as deathmatch has more or less hampered
the progress in game AI and personality AI. Maybe
because it was easier to use another players mind
then replicate one in the programming. My attempt
is a proof of concept project to give more
personality to the AI. It is an attempt to give
the NPC the ability to react based on the
relationship with the player and not just on
random chance or a simplistic disposition check.
This is a first step on my part, as I gain
experience with moding in general I may revisit
this project again. I have a lot more I would like
to do. But so far her psychology now includes more
than 14 interacting variables that dictate her
response other than just dumb luck. Including her
moods (based in no small part on your actions)
what you say to her and when you say it, how she
feels about you personally at the time, what
activities you and she are doing, how much you
respect her property and more.
Asking her to do something more than once (trying
to change her mind by clicking on the topic
several times) can possibly give you the results
you want if she really likes you, but more often
it will irritate her. But it CAN get you different
results....sometimes! You must be tactful however.
The player must learn on their own what to say/do
and when to say/do it to maintain a good
relationship with Cecilia. When she is happy she
can help you a lot by giving you information when
you ask her. At this time this includes such
information as when she has heard that the city
guards are on the look out for you. Her talent to
hear other people indoors is now working ALMOST
flawlessly. She can tell you when she thinks she
hears NPC and or creatures in the CELL you are in
when you are indoors.
If ask her "what is wrong" and she will tell you
about how jumpy she is from the rats moving around
in the shadows. Or about how rats and goblin seem
to be everywhere" she goes. She will ONLY SAY THIS
ONCE when you ask her. After that she will not
repeat herself unless you ask her to listen again.
This feature will not work outdoors as there is
always something around in the wild that could
alert her. But indoors this will indicate to you
that you have cleared the CELL of hostels!
She can also let you know when her equipment needs
to be repaired when you asker her what is wrong.
She has more than 2 dozen combat related AI
components (somewhat based on my real life
experience as a sword and shield SCA combat
fighter) including several of her own combat
styles that I designed to help keep her from
jumping in the way of the player as often as she
use to. This new combat AI I designed will make
her very valuable to you in combat. She has saved
my butt a few times when I was trapped in a bad
situation!
Also, she is set to not turn on the player for
accidental friendly hits, but she will not just
let you hit her over and over without a reaction!
I am eager to see if my idea catches on, and see
if other companion mod creators start to do the
same thing. Playing with her now is interesting
because I can no longer assume things with her. I
know her psychology very well and I still get a
little nervous asking her some things sometimes.
If I get a good response on this MOD I am hoping
to build up the AI into a much more elaborate
system. So please rate it and vote on it if you
like it. Will players really like their fantasy
woman sometime telling them NO! And will players
like dealing with a FRP "girlfriend" that has a
mind of her own?
I do for now anyway, it makes it more real...
I am very hampered by the fact I must spend hours
hunting for her voice sound bites, that sucks!
Often I cannot find any that work and must forgo
the feature I am working on for her only because I
cannot get the right words for her to say. I wish
I could record my own but the procedure for
getting the MP3 right and getting the lip files
done using two versions of the CS is just not
working for me.
Maybe in a future version of the CS it will be
possible do custom made voice for her with out me
pulling all my hair out of my head. But for now I
gave up on it. I tired to follow the Wiki and use
the software recommended but the resulting files
just do not work.
History
..................
Revision 9.1
Now, SOMETIMES she will see you make that great
arrow shot even if you did not ask her to watch
you!
Fixed bug in her I NEED HELP script.
Tweaked her Phobia script to reduce the chance of
her getting STUCK in water.
Revision SILVER
Wow...I really thought I was going to take a break
for from this mod for a while. But I was playing
with this mod and something happen that forced me
to create a new feature for this mod. I was
sniping at castle guard and I got one REALLY good
shot on a guard from a LONG way off! I did the
look around the room thing to see if anyone saw my
great shot. I turned to Cecilia and it hit me,
Cecilia should have a reaction to such an event!
So, now she does!
Each time you best your last long range arrow shot
(and kill the target) and if she see it she will
have a positive reaction. The same type of
reaction she has to combat training. You can
insure that she sees the shot by asking her to
watch you if you are about to make such a shot. Be
warned however, displaying such arrogance by
asking her to watch your shot lowers her
disposition to you by 10 points!
If you make a shot that is inside of 70 percent of
your best score (and kill the target) you get back
the 10 points for asking her to watch. Thus you do
not need to break out a measuring tape before
taking the chance. Be sure you can kill the target
however, wounding will not count!
Now if you beat your last long range score you get
25 points added to her disposition toward you plus
a few other rewards including changing her mood
from bad to good.
You will only be able to ask her to watch you if
her disposition toward you is 50 or more and your
bow is equipped. She cannot be in combat at the
time as she would be too busy to watch your shot.
Also, because of the limitations of the game
mechanics your target must also not be in combat
at the time. So this really is just for SNIPER
type shots or hunting.
To prevent getting stuck at one freak long shot
score you may have made she will forget exactly
how far your longest range shot was after a long
time goes by. Thus giving you another chance to
impress her without actually breaking your
standing record long shot as long as enough time
has passed from the last time you broke your
record.
Doing this I discovered a possible CTD error in
Rev 8.5 To fix this CTD bug I had to remove a lot
of her "Thinking" from a slower quest script back
into her faster object script. This entire episode
was not fun. I thought for a while there I had
totally screwed up and my players would be
reporting lots of CTD errors. So as of now I am no
longer changing anything else in this mod.
8.5 Her find loot feature is now working. The
bigger your adventure the more loot she can find.
It is based on the number of times she gets into
combat and a few other factors.
I would call this version SILVER (meaning I
consider it done and I am moving on to other
projects) but I will not do that until I stop
playing with this mod myself. As long as I am
playing the mod I may want or need to revise it.
For example I am thinking of making her give you a
good comment when you land a great sniper shot
with your bow! But this may only be a dream as it
may not be possible without using OBSE.
Also I would love to be able to get her to work in
the Shriveling Iles. Maybe someday somebody will
find a simple fix that actually will work for this
mod.
8.3 False alarm...she cannot go to shriveling
isles.
Only to the FRINGE. Because she worked in the
FRINGE I thought she would work in all of the
Shriveling Isles. But apparently the FRINGE is
actually still considered part of main world in
the game engine.
A new Voice file has been added. Tweaked her AI to
make her scripts run a little faster. Fix some
small bugs that you may not have even
noticed....but I did.
They concerned her armor repair, her find stuff
feature and her dialoged and as I am still play
testing this is still a beta revision.
ver 8.1 beta
Found and fixed specific bugs I have been after
for a week now!
Her phobia only kicks in when inside now, outdoors
the the moon light and the open space makes her
feel better!
New system is now in place for counting friendly
hits on her. She now yells for help under certain
circumstances.
ver 8.1
Fixed a few bugs that resulted from moving slow
parts of her AI script to a quest script.
I included the full package (sound and mesh files)
in this ver 8.1, but you really only need to
repalce the ESP file if you are already using ver
8.
Ver 8
Concerning this mod and ridding horses. I
apologize but I do not use horses in my game so I
have not done as much bug testing as I should
have. I will make this my next priority (to find
and fix Horse riding bugs).
I am going to call this SILVER (finished) soon.
When I call a MOD "Ver Silver" this tends to mean
I feel it is finished and I am going on to a
different project. I have lot s of other ideas,
but 3 things are stopping me from progressing her
AI anymore.
Her AI script is starting to get a little big and
too complicated to follow anymore.
Many sub conscious AI thinking loops are going on
and most humans can only follow 7 conscious loops
at a time. So it is getting out of my modest
ability.
I am finding it too hard to find the proper (ones
that fit well) voice files from her limited
existing voice files. I am falling WAY behind in
my REAL work...
Her "hearing" seems to work now. And she can tell
you a lot of information such as "she hears
someone eating" or "She hear a lot of talking" or
"she can hear someone sleeping".
She now has AI to react to an abusive player. So
do not mistreat her if you want a good
relationship with her.
New for ver 7.5
New sound/voice files.
The share function and all other functions that I
had time to test before going to sleep last night
at 3:00 am are now working very well!
It turns out the command in the CS to detect
disease has always been Broken. So I developed a
disease detection script that works with all the
presently known diseases
including SI diseases.
7.1 (this ver had lots of bugs)
New voice files again!
Speed boost when she is falling behind. This works
very well so far, but still needs tweaking.
The listen for other people feature is kicking my
butt, she now hears everyone not just hostel NPC.
This may need to stay this way, but it is more
logical anyway.I still need to work on it, but it
no works as best as I can make it after spending
my entire weekend on this one feature.
Ask her if there is anyone in here with us and she
will either say no we are safe or nothing at all.
I do not like her not saying "yes I hear them" but
this is harder than I would have thought to do. I
will continue to work on it...
All her other FOTD handicap features have been
tweaked for the better as well. Unfortunately she
is VERY lawful, so you will need to trick her into
not looking if you want to steal anything in her
presence. I have done this by asking her to listen
for other people and as she turns to do this I
snag the item. I dont play thieves, so I
apologize if I have overlooked anything else in
this player category.
Ver 7
New voice files
Two face graphic glitch problems is now fixed!
Cecilia's horse now set to not attack player for
accidental hits
A TOTALLY NEW PERSONALLY TRAIT HAS BEEN
INTRODUCED! This new trait is a handicap to her,
as most "side kicks" in stories, movies and myth
she would be a super hero herself if not for some
kind of "handicap" compared to the super hero they
are a companion to. I spent 12 hours designing
this new personality trait, but I may have gone
too far this time. Let me know if I did.
I would not like to take it out, but if it is too
intense for player I would understand and I may
consider removing it. But do try to cope with it,
a clever player will find ways around it and even
be able to use it to the player advantage.
She can withstand this "problem" for shot periods
of time and also under certain other conditions
(such as when she feels she is in a VERY safe
location) ...but she will not like doing so!
ver 6
All the Red Head Gang (3 quests) have been set to
completed to prevent problems some players were
having getting the mod to work properly. The torch
commands have been removed in preparation for
later versions that will include a new dimension
to Cecilia's personality that required she have
full control of her own torches.
5.7 More/new voice files.
PLUS, Cecilia has bitten the apple, she now is
aware that she is naked if the player takes her
cloths from her. She will not like it if you and
her are in privet alone, but she will understand
that is it is necessary when repairing her armor.
However if you drag her into public without
clothing she will get upset about that unless she
really really likes you she will refuse to prance
around town without covering up.
5.5 More/new voice files. A few bug fix and tweaks
in her AI to try to add more life to her
personality.
5.2.3 The script that lets her "hear" Hostels
indoors was counting dead hostels as well, I fixed
this. Also, the same script was checking
trespassing on the hostels rather than the player.
I fixed this as well. Also, If you discovered the
thing that cheers her up, be careful, giving her
this thing when she is sad AND craves it will
help, but giving it to her when she is not sad or
sad but does NOT crave it will make her feel
guilty and then sad. Thus doing the opposite of
what you want. This is by design, I.E. on purpose
for both realism and to prevent the player from
possibly abusing this thing.
If you are upgrading from 5.2.1 to 5.2.3 you need
only relapse the ESP file and not all the MP3 and
lip files.
5.2.1 Oops, a little mistake in the script from
5.2 had to be corrected.
She would keep asking for something after you gave
"it" to her. I am sorry I cannot say more than
that or it would spoil part of the mini game
interacting with Cecilia. And more/new voice
files. I am trying to make them as situation
appropriate as possible and reduce the monotony of
the repeated sound bites.
REV 5.2
More/new voice files. I am trying to make them as
situation appropriate as possible and reduce the
monotony of the repeated sound bites. Tweak her
decision AI to be a little more flexible.
Programmed in a new (additional) way to help her
get into a better mood. See if you can discover
what it is!
REV 5.1
More/new voice files!
Fixed the bug that made her attack you if her
disposition is 50 or less and she is set to
BLITZKRIEG OFFENSIVE!
Changed her AI concerning her broken armor. You
still need to give her at least 20 armor points,
but now the AI evaluates the armor points whenever
you enter her inventory. The evaluation check s
the currant total armor points and sets a current
"Armor Rate Percentage" to 40 percent of the armor
points at that time.
Now she will tell you she needs repairs if her
armor is under 40 percent of what every
you have given her to use. But the formal includes
a minimum of 10 points to prevent a spiral effect
on her calculations. So again you must give her at
least 20 points of armor to wear in order for this
function to work properly. She now has a long term
memory to react to a player's pattern of abuse and
neglect. If you constantly play on the edge of her
moods by upsetting her then using persuasion to
make her temporally happy, this abusive tactic
will eventually backfire. Also, if you do not
spend enough "quality" time with her on a
regular basses to maintenance the relationship
this too will negatively effect your future with
her "down the road".
I created this new AI feature to prevent her from
being codependent and excusing a long term pattern
of abuse from the player just because the player
has the talent or gold to use persuasion to raiser
her disposition after upsetting her.
REV 5
In Rev 4 she is too pacifistic! I want her to stay
out of the way sometimes but not just stand there
when I need her help.So now she has combat styles
(tactics) that you may asker her use. She will
execute these combat tactics as you wish (unless
she is upset with you)or she feels you are
seriously hurt and must act on her own to help, or
she is attacked and must defend herself.
REAR GUARD
She will hang back in reserve, following behind as
you take point. She will only block most of the
time to try to hold off the enemy. She may still
take a few swings if the opportunity is good.
STAND BY DEFENSIVE This is her default tactic. She
reverts to this tactic when there is no combat.
She will follow very close only blocking most of
the time to crowd and distract your enemy. She may
still take a few swings if the opportunity is
good.
STAND READY OFFENSIVE. She will follow very close
and be ready to charge in and fight at
will. She will switch to this tactic when she must
to defend herself.
BLITZKRIEG OFFENSIVE. She will follow very close
(at first) but will change in to rundown and
attack the hostels she sees.
However the topic to change her tactics will not
show unless she is following you. If you make her
wait or go home she will not listen to your
suggestions to change combat tactics. She now
finds her own loot (magic items, gems, scrolls and
other good stuff ) that she will share with you!
This is valuable stuff not junk! However you must
share the gold you amass with here! Every once in
a while she will ask you for her share of the
gold. You may choose to give it to her or not. If
you hand over her share of the gold you will not
see this money in her inventory! She sends the
gold off to relatives for safe keeping.
A girls has to protect her "mad money" you know...
If you do not pay her share...well what would YOU
do in that situation?
There is one bug that will be fixed over the
weekend. She will attack you if her disposition is
50 or less and she is set to BLITZKRIEG OFFENSIVE!
I am sure I know what this is and how to fix it. I
wanted to get the new features in the player's
hand for the weekend.
As it was I was up till 3 am last night getting
this done before the weekend. Otherwise I would
have corrected this bug already. So Monday I will
post REV 5.1 with this bug fixed.
REV 4
IMPORTANT, do not use rev 3.1, there is a CTD
(crash to desk) problem in it when you fast
travel.
I used a LOS check for Cecilia's script to see if
she could see you before "yelling watch out".
This little splinter of code: "if GetLOS player
.... 1" gave me 4 hours of headaches, and
heartbreak!
I tweaked her AI so that she will let you lead
as long as she is in a mood to wait for you. One
of the things I hate about these Oblivion
companions is how they run ahead of you when the
combat starts. I changed this so that she will
hang back a little more. If she is upset with you
this will make it harder for her to stay cool.
3.1 More voice acted dialogue! She is far less
likely to go running off on her own ahead of the
player as long as she is happy with you. She will
also yell "look out" to you if she is worried that
you do not see an NPC or creature that is barring
down on you for an attack! But remember, if her
mind is unfocused by anger she will unlikely do
this for you. It is not that she wants you to get
hurt, it is just that she will be distracted and
too unaware of her surroundings to warn you, so
keep her happy!
Third Release
I fixed the problem with my "is anything wrong"
topic disappearing from her vocabulary. More voice
acted dialogue, MANY new layers of her psychology
including when she is in a bad mood (even if she
is not angry with the player...yet) that can be
picked up on by an observant player by what she
says and how she says it. A few new lines of
information added, she can now tell when you look
sick to her and need to see a healer when you are
being affected by diseases. For some reason I
never notice this in my spell effects right away
so I personally like this new feature!
Second Release.
I had a small problem with the lady getting mad
for no reason. It was a simple one word mistake in
the script. Let me also suggest you may want to
play the entire story using the original ESP. then
once you have her as a companion change to my ESP.
Version 3 would not allow you to use your saved
game from version 1 and 2. If you have never run
any version of the Lady said no at all you
absolutely want to use this version 5.2 and not
any of the other versions.
..............
ALWAYS BACK UP YOUR SAVE GAME FIRST!
1. Download and install the Red Headed Gang VER 6
(Quest and Girl Companion MOD) by
HaranBJ
2. Play and finish that mod.
3. Extract Duke Patrick's The Lady said NO! files.
4. Copy and override all files in the proper
folders as seen in my zip file.This mod use a
trick that (suggested by DragoonWraith ) that has
not been done before, a shirt has been given the
appearance of wearing nothing at all. This was
done by assigning the upper body mesh and texture
to a normal shirt.It SHOULD work using whatever
upperbody mesh and texture you are currently
using. Please email me if you have graphic
problems with Cecilia's upper body. If you have
problems it means the game is not grabbing its BSA
files for this special shirt I may need to
include the upperbody mesh and the texture files
with my mod.
5. Delete the old Cecilia_comp.esp and use Duke
Patrick's The Lady Said NO.esp instead.Do not
start up your game until you have deleted the old
ESP and replaced it with the new one (The Lady
Said No.esp).
6. Start Oblivion Launcher, click 'Data Files',
place a checkmark beside Duke Patricks Lady said
NO.esp file. If you are currently running this mod
Cecilia should be right where you left her with
all her gear.
If you are a new user, or you started the game and
saved before checking the Lady Said No esp.
she will be in the Tallows plaza and she will not
have the gear you left her with. You will find her
at in the Tallows Plaza. Find her and ask her to
follow you.
IMPORTANT! DO NOT CHANGE THE NAME OF MY ESP FILE!
If you do the voice sound files will not be
recognized by
the game and you will not hear the voice acting.
Uninstall
..................
1. Start Oblivion Launcher, click Data Files,
uncheck the .esp file.
2. Delete the files/folders associated with the
mod.
Credits
..............
Thanks to HaranBJ for the original Mod and
permission to use it and modify the Cecilia NPC.
Thanks to these Mod Designers and/or Mod Gurus
from the forum:
Guidobot
PainKiller
Haama
TradeMark
Spike4072
scruggsywuggsy the ferret
xoham
WillieSea
DragoonWraith
Echonite
Kristoffer
Qazaaq
TheTalkieToaster
ThePriest909
Lingwei
Elessar VPR
I realize they are contributing their skills,
talent and creativity to my pet project and not to
their own projects while they are reading and
posting help on the forums.
Thanks to Bethesda for creating Oblivion.
Thanks to The Elder Scrolls Construction Set Wiki
Thank you all for the feedback, it really keeps me
going when I feel like I will not ever solve a
particular problem in the mod.
There have been a few times when I almost gave
up...
Thank you for the support!
An NPC with this kind of AI is a novelty, but is
it really fun?
I was very worried I went overboard with the
Phobia thing.
And as she has only a basic ability to "grow" with
the player character (to advance and develop her
skills and experience) I am wondering how long the
"novelty" will last. How long will it be fun to
have this kind of realism in your fantasy game? Or
worst, how long until her true nature (she has no
creativity) becomes TOO apparent (and no fun
anymore) thru multiple interactions with her
matrix of responses.
Also, please feel free to upload this mod to other
locations; I only upload here because of my
limited internet time.
Legal
..............................
I worked very hard on this mod. I spent many hours
wading thru hundreds of original oblivion voice
sound bites to select the ones that best fit the
conversations you will have with Cecilia. This was
mind numbing work! I had to crash learn the
Dialogue tools in 1 day, and I now spent several
weeks working on the very complicated AI logic.
This Mod is more a product of creativity, sweat
and tears than script writing talent. So please,
all I ask in return is that you give me credit if
you use or distribute this mod.
You must know how to load my MODS last!
To date, here is the order to load all my mods for
proper functioning.
FIRST...
1. All your other mods
THEN ...
2. Duke Patrick's Zombie Flied 4p1.esp
2. Duke Patrick's magic you can believe in 4p5.esp
2. Duke Patrick's Lockpick challenge with
bandits.esp
2. Duke Patrick's Repair challenge v4.esp
2. Duke Patrick's Health Alarm with RED DEATH.esp
2. Duke Patricks Bob and Weave Dodge.esp
The Duke Patrick Mods above ( numbered 2.) are
stand alone mods and can be loaded in any order as
long as they are loaded after all your other
"nonDuke Patrick" mods and BEFORE my SCA mod!
Next should be...
3. Duke Patrick's The Lady Said NO! (optional mod
but best loaded after all the 2.)
And LAST...
4. Duke Patrick's SCA style combat NO RECOIL
Silver Edition 5p5.esp
5. Duke Patricks ShiveringIsles patch 1.1.esp (if
you have Shivering Isles and your are using my SCA
mod.)
6. Duke Patrick's So you think you are a war god
1.2.esp
7. Duke Patrick's more & better loot.esp
The Duke Patrick Mods above ( numbered 3,4,5,6 and
7.) MUST be loaded in the order shown above.
However number 6 and 7 are not required at all.
More information about the mod-announce
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