Search found 43 matches

by NatalieN
14 Dec 2015, 03:49
Forum: Mod Compatibility
Topic: Julan Ashlander Companion
Replies: 62
Views: 32738

Re: Julan Ashlander Companion

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?
by NatalieN
14 Dec 2015, 02:33
Forum: Mod Compatibility
Topic: Julan Ashlander Companion
Replies: 62
Views: 32738

Re: Julan Ashlander Companion

Ah ha! Figured it out. Tried to get Mark and Recall to work vicariously in Vanilla to no effect. Tried to get Divine Intervention to work via console, also to no effect. Took a closer look at the dialog script: Goodbye cast "divine intervention" player StartScript KS_Jul_DivInt ModCurrentMagicka -7 ...
by NatalieN
14 Dec 2015, 00:46
Forum: Mod Compatibility
Topic: Julan Ashlander Companion
Replies: 62
Views: 32738

Re: Julan Ashlander Companion

Youtube video of Vanilla behavior. Looks like the NPC casts the spell on self, but the effect is applied to the player. The script can be changed to player->cast "etc" and then the PC will teleport under the effect of the Intervention spell, but then we don't see the NPC cast the spell. Maybe a wor...
by NatalieN
13 Dec 2015, 18:59
Forum: Mod Compatibility
Topic: Julan Ashlander Companion
Replies: 62
Views: 32738

Re: Problems with Julan Ashlander/Other companion mods

Feature 1176 has been implemented (thanks Scrawl!), and Julan is now (mostly) playable! When played along with the .omwaddon from the first post, the only bugs I've encountered are minor and do not break quests. The only way to be sure everything works is to use either the latest daily (might want ...
by NatalieN
05 Dec 2015, 18:10
Forum: Mod Compatibility
Topic: Julan Ashlander Companion
Replies: 62
Views: 32738

Re: Problems with Julan Ashlander/Other companion mods

I thought that might be the case. There are still some other issues that I can look into until it's fixed
by NatalieN
05 Dec 2015, 00:59
Forum: General
Topic: make GetEffect() work
Replies: 19
Views: 4570

Re: make GetEffect() work

Have you tried OnPCEquip, or HasItemEquipped?
by NatalieN
04 Dec 2015, 01:15
Forum: Mod Compatibility
Topic: Julan Ashlander Companion
Replies: 62
Views: 32738

Re: Problems with Julan Ashlander/Other companion mods

I've got some great news, and some not so great news. Great news is that I was able to get in touch with the author, and she'll take a look at the proposed scripting fixes and apply them upstream if they pass muster. She's also open to hearing more feedback with respect to bugs and such, so we won't...
by NatalieN
03 Dec 2015, 07:36
Forum: Mod Compatibility
Topic: Julan Ashlander Companion
Replies: 62
Views: 32738

Re: Problems with Julan Ashlander/Other companion mods

Oh my goodness, this is shaping up to be quite an undertaking. I finally got around to emailing the author, I'm glad to see she's still active on the Bethesda forums (they even liked here. Cool.) So hopefully the scripting issues will be applied upstream. Not much luck nailing down what's going on i...
by NatalieN
03 Dec 2015, 06:03
Forum: General Development
Topic: AITravel fails badly when provided a cell name
Replies: 2
Views: 1309

AITravel fails badly when provided a cell name

When a cell name is provided (in addition to coordinates) to AITravel, the script runs, but does nothing. If the below example code were run, none of the messageboxes would be displayed, the NPC would not move, and yet "scriptrunning' would return 1. Commenting out the cell name restores expected fu...
by NatalieN
02 Dec 2015, 20:37
Forum: Mod Compatibility
Topic: Julan Ashlander Companion
Replies: 62
Views: 32738

Re: Problems with Julan Ashlander/Other companion mods

No problem. I'm still working the issues. I think I've tracked down a few bugs in OpenMW that break Julan, so between that and the script fixes, it should be good to go. No promises on a timeline, or when I'll get a new .omwaddon up