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[RELz] Wilson the clannfear!


Jheuloh
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Wilson Version - 1.8

Credits

Rather than wait until the very end of the wall of text to add this, I decided to make this the first thing you read.

Credits go to -

Maigrets, for the scripting knowledge.

AlienSlof, for allowing me to use the giger alien textures.

StryderOfOblivion, for fumbling with Wilson in the Construction Set, adding a link to the TES Alliance forum thread, and notifying me of broken uploads.

>_>

<_<

Shhh, you never heard that!

Description

We've all seen those petshop mods which add the cute little dogs and cats and the occasional Imp as your little companion, but what about a mod which adds a pet that's a little more exotic and rare? Like, say, something close to a dinosaur? Or perhaps a mod that simply adds a pet with a sense of humor?

Look no further! Wilson, my first companion mod released publicly, is intended to be a slight jump from the standard creature companion mod, as an 'exotic' creature companion.

Things which will be updated

- Fixing up any bugs that appear.

Requirements

Latest Oblivion Patch, else Wilson may or may not function properly.

Incompatibilities

None of the major mods (OOO, MMM, FCOM, UOP, etc) will harmfully conflict with the Wilson mod.

Notes

Wilson's current textures can be used as a modder's resource. I ask only for credit in the file description or read me for the textures and so on.

http://www.tesallian...c&t=246&start=0 Here is the link to the TES Alliance thread for Wilson.

Humor

Wilson's name came from a clannfear one of my friends had designed for a house mod, who just happened to be named 'Wilson.' Although the clannfear was long forgotten about, I re-used the name for comic effect.

Installation

This assumes you're brand new to mod installation, ignore this if you're familiar with how mod installation works, there's nothing special here.

Open the .zip file, and select the 'Data' folder.

Once selected, extract the folder to wherever your Oblivion folder is located. Your destination path should look something like this;

C:Program FilesBethsedaSoftworksOblivion

When you press OK, you may be prompted with the message that asks whether or not you wish to overwrite the Data folder. Your computer is not going to explode when this happens. Simply press Yes to all, and what should happen is that (despite what it says about 'overwriting') the folders associated with the Wilson mod will place themselves alongside whatever folders are already contained within the Meshes and Textures folder, in their proper place and ready for play.

If you are upgrading from an earlier version of Wilson; when the computer prompts you to allow the new Wilson.esp file to overwrite the original file, press yes.

If you wish to use some of the new textures, but have never used the Construction Set before; see the images in the .zip archive, they are a step by step tutorial for modifying Wilson's textures.

http://www.elderscro...s_utilities.htm Here is where you get the latest version of the construction set, if you don't already have it.

If you have problems applying the new textures to Wilson or don't understand the tutorial; email me at relaxandplay@comcast.net, or send a private message to either my Elder Scrolls Nexus user or Planet Elder Scrolls user.

V 1.1 Updates

Increased Wilson's health from 200 to 250. Current attempt at emulating the 10% health bonus players gain upon leveling.

Increased Wilson's damage from 4 to 12. Flavor change, otherwise he's a little on the weak end.

Increased Wilson's speed from 30 to 40. Another flavor change, partially because of his now reduced size/reach.

Decreased Wilson's scale to 0.80. Otherwise, he'll get stuck in small gates on a regular basis.

Decreased Wilson's reach to 48. To keep consistent with his current size.

V 1.2 Updates

Relocated Wilson to the same cell your character appears in.

Wilson is now a leveled creature. 1 damage per level (45 at level 45), 15 health and fatigue per level (675 health/fatigue at level 45)

All attributes asides from speed and personality are 100.

Speed is 40.

Personality is 30.

Now has a passive ability which allows him to regenerate 1 health every second.

When using the doors, Wilson may not decide to use it. If this happens, press the ~ key, and when your mouse is over Wilson, press the mouse, you should see his name and generated ID appear at the upper center of your screen.

Type 'moveto player' (CamelCase should be accepted by the console) and Wilson should appear next to you.

V 1.3 Updates

Wilson's favorite pearl is now existent. It's an item that moves Wilson to your location when it activates, there's no menus associated with it. Note - if you're using any mods that directly modify the player NPC (I had to add the pearl via directly adding it to the player's inventory) conflict will occur.

Re-located Wilson to the Cheydinhal Stable.

V 1.3.2 Updates

The player NPC is no longer modified. There should no longer be conflict with mods that directly modify the player NPC.

Condensed spells WilsonRegeneration and WilsonArmor into one spell. (The new spell is named 'Wilson's Thick Hide', the editor ID is  WilsonArmor.)

Re-located Wilson to the Wilderness Cell just outside of the Cheydinhal Stable.

Tried to make installation of Wilson a little less complicated. (It's all packed into a folder named Data now.)

V 1.4 Updates

Wilson now has a follow/wait script attached to him. The script works like a light switch; interact with him to tell him to wait, and interact with him a second time to tell him to continue to follow you.

His pearl is now a quest item, and you receive it upon starting the game. It still functions normally, though now you can't drop the pearl or pick up a useless one by accident.

When Wilson is moved to your location via the pearl; he no longer tries to position himself exactly where you are, he now appears to your left in most cases.  

If Wilson has already been teleported, and is not moving, using the pearl should shift him to the front, side, etc, based on where you are.

Wilson's scale is now 1.2, so that he no longer desperately lags behind horses.

Wilson is now a quest item; he now has loading priority when appearing in new cells.

Wilson's base health and fatigue is now 20. By level 45, Wilson should have 900 health and fatigue.

Wilson's magic skill is 100, to get the most out of his Thick Hide ability.

The distance Wilson allows to develop between you and himself is now much greater than it previously was. The distance allowed is 250, meaning he will no longer try to push your horse out of the way to reach you.

V 1.5 Updates

A moderate overhaul has occurred, each overhaul will be categorized into is own sub-section if it's large enough to require one. Condensed Roleplay/regular version of Wilson into a single mod. (Simply re-worded the regular version so that immersion wouldn't be broken.)

Combat Style Changes

Wilson now has a custom combat style, which is greatly improved from his old combat style. The major differences is that he's a much more vicious fighter than he previously was, and that he behaves much more savagely against recoiling/staggering/unconscious foes than he previously did. Wilson's also much more random and less predictable.

Block chance is 50%, and attack chance is 50%, so that Wilson evenly chooses defense and offense.

Dodge chance is 50%, and left/right chance is 50%, so that he never favors one type of defense over the other.

All bonuses to attack and power attack chance have moved up from a 5% bonus to a 25% bonus.

Power Attack and Rushing Attack % chance is 50, so that he chooses between the two when offered.

Hold Timer and Idle Timer has been dramatically reduced from a 1-3 second waiting time to 0.0001-0.0002 waiting time, meaning you will never see Wilson idling for no reason.

Blocking

He now can finally block enemies in combat! Previously, because of the names of the block animations (the game expected the names to be block/blockidle and  

blockhit, while the animations previously had handtohand at the beginning of the names), the game did not recognize that Wilson had functional block animations because of this, and so, no combat style or game command would allow him to block. (This holds true for vanilla clannfears as well.)

If you're fumbling with him in the CS; for some reason, there is an error that occurs when blockhit is played. The error says Interpolarity priority 26 is used in sequence 'creaturesclannfearblockidle.kf' and 'creaturesclannfearblockhit.kf' on bone 'Bip01'.

This occurs upon renaming the block animations for reasons unknown. The CS may also suddenly spam an error about one of the block animations somehow being too small; I am unsure why this happens, nothing I've tried has fixed this.

If you're observing Wilson in-game, you'll notice his block animations look silly; this is a problem with how Bethseda designed the clannfear block animations.

The block animations don't properly overwrite the handtohandidle animation, meaning Wilson looks dazed and confused when blocking. Anyone who knows how to properly animate and offers to fix this will be appreciated and credited in the version containing the fixed animations.

If you are upgrading from an earlier version of Wilson to version 1.5; make sure you delete the bloodclannfear folder in Meshes, this folder is no longer referred to, and so is a waste of hard-drive space.

Textures

Wilson now has some new texture jobs! There is a yellow, green, blue, white, and 'special' variety. The special variety is for the most part the vanilla clannfear, but doesn't look dusty like the vanilla clannfear does, has a less faded iris, and also has nasal/ear openings.

The original red texture also has been modified to be slightly shinier, with black claws/beak, and better looking moth/teeth. (Teeth/mouth textures are copied and pasted from the special clannfear texture.) The eyes also now have blood red irises, and the pupil is larger.

The normal map is now just simply a copied/pasted vanilla normal map; it's no longer 4,097 KB in size. (Now just 1,366 KB.) The texture, unfortunately, must stay a 4,097 KB monster for now. (For one reason or another, the mesh refuses to cooperate with DXT dds images.)

If you are upgrading from an earlier version of Wilson to version 1.5; make sure you delete the bloodclannfear folder in Textures, this folder is no longer referred to, and so is a waste of hard-drive space.

See Installation for where to find instructions on installing Wilson's newer textures.

Miscellaneous Changes

Removed the redundant friendly fire related portions of the script.

The distance allowed between Wilson and the player has always been 260; a typo in the 1.4 updates said 250.

There is now a quest that begins upon loading the game, which allows you to keep track of wherever Wilson runs off to. (He is the quest target.)

Wilson now has a speed value of 45 and scale of 1.3, so that he doesn't desperately lag behind the faster, 40 speed horses that exist in mods such as Stormcaller's Horse Overhaul.

All his sounds now have a 100% chance of playing, and no longer is considered inheriting sounds from CreatureClannfear.

V 1.5.1 Updates

Increased the distance allowed in his AI package from 260 to 290, as he started bumping into horses again.

V 1.6 Updates

Completely re-did Wilson's scripting and other things - you will no longer be getting slammed with Wilson's stuff upon making a new character, and isn't a massive brute anymore!

Note: Because of the massive changes that would have been needed, I recreated the Wilson mod. This means if you are upgrading from an earlier version of Wilson, he will be re-located at the area near the East Gate of Cheydinhal. He won’t come rushing to you until you receive the new item and give the commands for Wilson to follow you.

Scripting

Wilson's no longer receives orders from interacting with him - his script has been completely revamped! It now only functions when his mesh is loaded, and it exists strictly to add his pearl and his new stone to your inventory.

Wilson no longer will try to find you until you tell him to follow you - more about his new stone and its script below.

An item named 'Wilson's Stone' now exists to replace Wilson's original follow/wait script. Use it once to tell Wilson to follow you, and use it a second time to tell him to stop following you.

Wilson's tracking quest now only begins when you have both his pearl and stone in your inventory. New characters are no longer slammed with Wilson's quest until when it's appropriate now.

You may have noticed that there was a quest dedicated to adding Wilson's pearl to the player's inventory - that quest has been replaced by Wilson's revamped script.

Miscellaneous Changes

Reduced Wilson's scale to 1.0, as he was getting too big to comfortably function in dungeons and other small spaces.

Increased Wilson's speed to 60. This was to make up for the fact that his scale was reduced.

Decreased the distance allowed in Wilson's follow package from 290 to 250, since he's smaller in size now.

Wilson's foot weight is now only 0.01, to ensure that he's much less likely to be heard when you are sneaking.

Set all attributes to 155, to increase the bonus he gets from the various attributes (Agility in particular). Personality is still 30, to ensure his disposition is still the same as it previously was with other actors.

Set all skills to a base of 133, primarily for the sake of experimentation (I am wondering if combat/magic/stealth skill for creatures modifies its combat decisions at all.)

Texture Changes

AlienSlof granted me permission to use the Giger Alien Clannfear resource in my mod! The textures exist in the Wilson folder under the names of 'Body Slof  

Alien.nif' and 'Head Slof Alien.nif'.

There is also now a violet and brown texture job for Wilson. The .nif files are named 'Body/Head Violet.nif' and 'Body/Head Brown.nif'

Combat Style Changes

All of the dodge timers have been changed from 1.1000-1.2000 to 1.0001-1.0002. Otherwise, no changes should have occurred.

V 1.7 Updates

Once again, re-did Wilson's scripting, though this time to behave somewhat like it did in version 1.5, but with additional features (explained below in scripting changes.) Anyone upgrading from earlier versions of Wilson will find he re-located himself back to the Cheydinhal Stables; he will try to return to your location, however. (Fast traveling anywhere should bring Wilson to you, though his pearl is added to your inventory upon loading the game, so you can teleport Wilson to your location anyway.)

Scripting Changes

Wilson's script now behaves like its 1.5 version; interact with Wilson to tell him to follow or stay. It now also adds an ability to Wilson's spell list if the player is sneaking, and removes this ability if the player is not sneaking. More details about the spell reside in Magic section of 1.7 updates.

Magic

Wilson's Thick Hide had its ID changed from WilsonArmor to WilsonLeather so that the name and ID matched better. The ability itself also has been improved to include a 75% resistance to disease, fire, frost, magic, poison, and shock. It also now includes water breathing, so that argonians and other characters who have permanent water breathing wont have to be bothered with Wilson attempting to resurface to refill his breath capacity. He is no longer helpless against mages and disease based fighters.

Wilson also received a new spell called 'Wilson's Camouflage', which is a 100% chameleon ability that is added to Wilson's spell list if the player is sneaking. If the player stops sneaking, however, Wilson's Camouflage is removed from Wilson's spell list until the player begins to sneak again. This means enemies should almost never detect Wilson when you are sneaking around with him; assassins, thieves, and hunters rejoice!

Texture Changes

Completely re-did Wilson's Brown texture; the texture now appears much darker in coloration, and no longer looks as if the lighting values have been inverted. The claws and beak now are white in coloration rather than silver, and the eyes now appear to be a slightly brightened version of the vanilla eyes.

Combat style Changes

All ranged combat data is now 0.

Miscellaneous Changes

Increased the distance allowed in Wilson's follow package from 250 to 260. The reason behind this is my own paranoia about Wilson bumping into horses; while I was testing him on the bridge to the west of the Chestnut Handy Stables, Wilson bumped into my horse while we were on completely flat ground. It was a tiny bump, but still a bump no less.

Wilson's confidence is also now 100. Wilson and his actor copies should never flee from combat now.

V 1.8 Updates

Wilson's statistics have been slightly lowered, to more closely resemble a 'maximum level' player, rather than a maximum level creature; his strength and willpower have become 145, Wilson's luck and intelligence have become 115, and Wilson's endurance and agility have become 125. His stealth, magic, and combat skills have become 145. Personality is still 30.

Wilson's script has also changed - His stealth will only activate when you and him are not in combat, and when either of you enter combat, the camouflage ability is removed until combat ends.

Our favorite clannfear is also deadlier than he was previously - his damage multiplier has gone from 1 to 2, that is, at level 45, Wilson will now do 90 damage, instead of 45.

He's a bit clumsier than he previously was, all that sleeping he did got the better of him. His foot-weight is now 1.50, previously 0.01 - one can't be that quiet and stealthy after sleeping for half a year!

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Just one bug I've found though, when I play OB Wilson does not attack guards that are fighting me because I resisted arrest.I think that's either A: An ownership issue.Or B: A disposition issue.


Are you sure that's a bug? Maybe Wilson is smarter than folks are giving him credit for. After all, if the player is silly enough to get caught, maybe Wilson figgers he deserves what he gets......  aa_biggrin.gif
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Do you have CM partners? If you do, open that ESM and ESP up and take a look at the "evil" behavior scripts.

However, I think that setting a script that sets responsibility to 0 when you resist arrest might just work. Make the script and then apply it to dialogue.

On another note, is Wilson a creature or NPC? I'm guessing NPC...If that is the case, then work on another script that sets responsibility and "courage" to 0. Not sure if its courage, but something like that. The script then activates whenever the player goes into sneak mode, that way he doesn't attack that Bandit Ringleader you wanted to get a sneak attack on.

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Are you sure that's a bug? Maybe Wilson is smarter than folks are giving him credit for. After all, if the player is silly enough to get caught, maybe Wilson figgers he deserves what he gets......  aa_biggrin.gif


I Love that idea!  Now, is there a way you could script Wilson to growl "You're on your own, Mate." when the player attacks a guard?   :woot:   That would just be priceless.

Or perhaps a quick, sarcastic pop-up message for the player explaining that Wilson is smarter than your average clanfear and just because you feel the need to attack the local militia, he'll just be over there waiting until the guards have finished handing you your head.

aa_biggrin.gif  Okay, done with the silly ideas now. lol  I do like the concept of Wilson!  Nicely done!
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Do you have CM partners? If you do, open that ESM and ESP up and take a look at the "evil" behavior scripts.However, I think that setting a script that sets responsibility to 0 when you resist arrest might just work. Make the script and then apply it to dialogue.On another note, is Wilson a creature or NPC? I'm guessing NPC...If that is the case, then work on another script that sets responsibility and "courage" to 0. Not sure if its courage, but something like that. The script then activates whenever the player goes into sneak mode, that way he doesn't attack that Bandit Ringleader you wanted to get a sneak attack on.


Wilson is a creature, and no I don't have CM partners. >_< I modeled Wilson off of the animals from Cheydinhal Petshop (save for the fact that he's free and rather uncontrollable.)

Wilson's responsibility level by default is 0, I checked beforehand. :woot:

His aggression level is 5 so he shouldn't be attacking without warning. (If I'm patient I can generally get a sneak attack in with my bow, unless of course the enemy detects me.)

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I Love that idea!  Now, is there a way you could script Wilson to growl "You're on your own, Mate." when the player attacks a guard? : lmao: That would just be priceless.


That would be priceless! aa_biggrin.gif

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Growing would be great! Perhaps you find him when you find a pack of clanfears, and on the ground is an egg. When you approach, it hatches to reveal an adorable-clanfear. Then it grows to full-size and isn't so cute  shootem lol


Hmmmmm....... perhaps the egg would be an item with a script that, when it activates, summons Wilson to my location, at a scale of 0.1 or so (depending on how big the egg is.) 932.gif
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Scripted dialogue could always say the frill is a bit flimsy when he hatches. :lmao:

And about the guards - I think what's happening is that Wilson only is able to detect non-scripted combat.

Perhaps I could script Wilson to tell him to attack whatever the player is attacking.

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Ok I found the problem;

it's a disposition issue.

Not sure what combination of personality/aggression will convince him to attack guards when I do.

Wilson's faction is player faction, so there's no special formula for anyone.

How does personality and faction in question correlate to disposition for creatures?

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