Julan Ashlander Companion

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NatalieN
Posts: 43
Joined: 30 Nov 2015, 21:32

Re: Julan Ashlander Companion

Post by NatalieN »

I will. Just about to start up a 36hr shift at work though, it will have to wait till the day after tomorrow. Want me to open a ticket for "cast" command not causing NPCs to play cast animation?
argonvegell
Posts: 225
Joined: 08 Dec 2015, 23:45

Re: Julan Ashlander Companion

Post by argonvegell »

OpenMW running on Xubuntu 14.04 LTS.

Running latest Julan OMW patch.

Dialog not triggering bug:

steps to reproduce
after helping Julan from the clanfears and escorting him through the Ghostgate entrance, Julan will chicken out, you are presented with two options:

option 1 -OK Julan, have it your way. Let's get out of here.
option 2 -I can't help if you have issues, I have things to do here! I'll meet you in Ald'Ruhn later!

option 2 doesn't work, after Julan teleports away and I meet him in Ald'Ruhn, when I click him, no dialog comes out.

option 1 works, Julan teleports with me to Ald'Ruhn and dialog is triggered when I talk to him.

note: I'm not a programmer, c++ confuses me, so I might not be able to fix this even if you give me instructions, sjek attempted to help me fix bugs with Thief Companion Constance (viewtopic.php?f=8&t=3236), but I couldn't understand his instructions.

EDIT: Just read your edits on the first page, Julan doesn't work on OpenMW 0.37, which is what I'm running, so it might be the reason why I'm experiencing problems.
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scrawl
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Joined: 18 Feb 2012, 11:51

Re: Julan Ashlander Companion

Post by scrawl »

NatalieN wrote:Want me to open a ticket for "cast" command not causing NPCs to play cast animation?
I've added one: https://bugs.openmw.org/issues/3083
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NatalieN
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Joined: 30 Nov 2015, 21:32

Re: Julan Ashlander Companion

Post by NatalieN »

argonvegell,

I tested it myself, and Julan triggers dialog correctly. Try it agian with the latest daily. It should work. It'd be best to start Julan from scratch, but it doesn't sound like you've gotten that far, so it won't be too bad.
scrawl wrote:
NatalieN wrote:the script adds an ability (always active) to the player that has Intervention as an effect. Then, the ability is removed.
I've pushed a new commit for this to (in theory) work correctly. Please test.
Tested. Player is Divine and Almsivi Intervention'd, as expected, but the effect persists. You can CoC to a different cell, but you get returned to the nearest shrine. GetEffect "sEffectDivineIntervention" returns 0, player->getspell "KS_DivIntPC" returns 0, and scriptrunning KS_Jul_DivInt also returns 0.

If you happen to Div Int to a place where you can still talk to Julan, you can ask for Almsivi Intervention, and get stuck in a loading loop.

Finally, if you attempt to open the inventory/right click menu, the game freezes, and must be forced closed.
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scrawl
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Joined: 18 Feb 2012, 11:51

Re: Julan Ashlander Companion

Post by scrawl »

Tested. Player is Divine and Almsivi Intervention'd, as expected, but the effect persists. You can CoC to a different cell, but you get returned to the nearest shrine. GetEffect "sEffectDivineIntervention" returns 0, player->getspell "KS_DivIntPC" returns 0, and scriptrunning KS_Jul_DivInt also returns 0.

If you happen to Div Int to a place where you can still talk to Julan, you can ask for Almsivi Intervention, and get stuck in a loading loop.

Finally, if you attempt to open the inventory/right click menu, the game freezes, and must be forced closed.
Should be all fixed now.
argonvegell
Posts: 225
Joined: 08 Dec 2015, 23:45

Re: Julan Ashlander Companion

Post by argonvegell »

Thanks for the heads up on the OpenMW daily builds, Julan works as expected, and thanks for patching Julan, because Morrowind doesn't feel the same without him as a companion.

A few bugs

- 'remove armor' doesn't work, Julan doesn't remove his armor, this is a minor bug.
- Julan doesn't follow player when using intervention spells.
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NatalieN
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Joined: 30 Nov 2015, 21:32

Re: Julan Ashlander Companion

Post by NatalieN »

argonvegell wrote: - 'remove armor' doesn't work, Julan doesn't remove his armor, this is a minor bug.
OpenMW checks to make sure that NPCs have the right equipment equipped differently from Vanilla. I haven't had a chance to look into it too deeply, but I don't think that Julan's remove armor function will work with OpenMW.

The way it currently works is that a script gives Julan insanely good armor with no models (so you see the clothes underneath) for a single frame, then removes it from his inventory, without actually using the unequip command. My current theory is: In Vanilla, this works fine, as I guess the game just assumes that armor would be unequipped before it gets removed from an inventory. OpenMW doesn't make that assumption.

I could be totally wrong about that, but I honestly haven't looked into it that much. It's not the most game breaking bug.
- Julan doesn't follow player when using intervention spells.
This one is kind of interesting. I haven't had a chance to look into it at all yet either. For some reason, Julan will Intervention along with the player if you ask him to cast the spell, but not if the player casts it.

Don't actually try to use his Intervention without saving first though. It's broken, and I think the fix is in the next daily (in about three hours or so).

This is what I was going to look into next, since not being able to Intervention around is a huge pain. At least soon you'll be able to have Julan cast it for you.

There is something I could use help with though. Save frequently. press "F3" a few times to become familiar with what it does. I've noticed that in my game, something happens that makes the game freeze up for a half second or so every few seconds. It only happens when you're in the same cell as Julan. If you look at output from the second F3 page, you'll see that "mechanics" is taking around 7000% longer than usual.

I have no idea whatsoever on how to reproduce it, so please let me know if you see anything like that. Or if it doesn't come back if you load an older game, and play to the same point.
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sjek
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Joined: 22 Nov 2014, 10:51

Re: Julan Ashlander Companion

Post by sjek »

going out, but got mechanics jumping from 5 to 300 with aifollow in another mod. it might be calling every frame part and that interacts with something else to block it up even further
https://bugs.openmw.org/issues/3080
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scrawl
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Joined: 18 Feb 2012, 11:51

Re: Julan Ashlander Companion

Post by scrawl »

This one is kind of interesting. I haven't had a chance to look into it at all yet either. For some reason, Julan will Intervention along with the player if you ask him to cast the spell, but not if the player casts it.
Have a look at KS_Julan_Interv:

Code: Select all

if ( Player->GetEffect sEffectDivineIntervention == 1 )
  set portWarp to 1
elseif ( Player->GetEffect sEffectAlmsiviIntervention == 1 )
    set portWarp to 1
elseif ( Player->GetEffect sEffectRecall == 1 )
    set portWarp to 1
endif
The script uses getEffect to detect when the player casts an intervention spell. It appears that in vanilla MW, casting an intervention spell adds the effect to the actor's list of active magic effects, then the teleportation happens in the next frame's magic effect update. In OpenMW, we teleport the player immediately when the spell is cast, so the script doesn't get a chance to run before the effect is applied.
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NatalieN
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Joined: 30 Nov 2015, 21:32

Re: Julan Ashlander Companion

Post by NatalieN »

Awesome! I've been meaning to look into it, but for some reason, OpenMW-CS freezes whenever I try to edit any record, so I haven't been able to look at... well, anything really. Probably just going to roll the CS back instead of troubleshooting. Odds of a fix prior to 0.38.0? I've looked at the companions in Urvith's Legacy before, and if I remember right, they use GetEffect() for their intervention too.

Also, is there documentation somewhere on a how to profile the engine with more detail than just pressing F3 in game? I wanted to try to nail down the mechanics update problem I was seeing, but it looks like #3080 is the cause. Still, it could come in handy when looking into other issues.

Finally, I really want to tell you how much I appreciate everything you've been doing to improve mod compatibility. This thread, and others, feels like 90% me saying "I have a problem" and then you figuring it out, and fixing it. When 0.38.0 comes out, I think we should highlight just how much you've done to help mod compatibility, especially with feature 1176. I know a few people who were holding off on switching to OpenMW for compatibility reasons, so that should be a huge attraction for them. Anyways, I've gone ahead and sub'd to scrawl's patreon. It's not as much as I would like, but it really is the least I can do for you.
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