He's stopped responding to me. I can't open him or ask him to stay or look in any other drawers. It worked great for about a week now idk what happened. I'm afraid of uninstalling and reinstalling because i'm worried i'll lose my loot that he has inside. Help?
Edit: Nvm, next day when i played everything is working again. Maybe he was upset i accidentally hit him with a spell or something. Great mod! Makes cheating feel more lore friendlyish
New version updated, please tell me what you think.
About the future at the moment I plan to do only eventual bug fixing. However, if there is interest I can change the Luggage AI so that it becomes aggressive when its master is seriously threatened (e.g., less than 1/3 of health), and I am open to ideas.
I like the new version a lot. One thing that bothered me from the start was the loud noise the luggage makes when moving. Is there any way you could make it more quiet? I like the fact that he doesn't attack enemies on sight now, but I also like your idea about him attacking when it's master is in trouble.
I always use the "quiet feet" option in Wrye Bash as it improves a lot in my hardware and so I never noticed. At the moment the Luggage uses the "test creature spider daedra" soundset. To make it quieter I guess I can: use another sound set (suggestions welcome), edit the existing one to have a lower volume, or simply remove the steps noise. You can do the latter easily yourself with the editor.
After playing around a bit, I think the deer feet sound are better and bit more quiet. However, I don't think I'll update just for such a little thing. Ideally we'd get a whole set of "woody" sounds.
To be honest, it's not much of a problem anyway, it's just a matter of "taste" I guess. Since I downloaded the new version I leave the luggage all over the place since it no longer fights, them summon it when I need to put my things in it.
I am not sure what is the best way, on one side I did not like the idea of the Luggage rushing to attack; it happened few times to me that I was: "oh, here is an enemy!" And the Luggage was already chomping it when I was unsheathing the weapon. Making the Luggage slower is not really an option, because it would be annoying if it has to catch up all the times.
On the other hand, I like it more, but still I do not like too much that the Luggage never attacks as it becomes only a glorified bag of holding.
Probably I will implement that the Luggage may become aggressive in certain circumstances. I just had an idea that might be nice, I have to iron the details but it would make the Luggage unpredictable, but definitely more and more aggressive depending how many times the player has been hit.
If I do I will also change the feet sounds from the spider daedra to mountain lion that are quite quiet.
You said changing or removing the sounds is "easy with the editor". I'm not familiar with the "editor". Can you perhaps tell me how to do this? Having the Luggage be quieter would be very useful, and in particular, having it make exactly the same sounds as spider daedra can be a very dangerously misleading thing. Several times I've been ambushed by lurking spider daedra because I thought "Oh, it's just my luggage." I've never been stalked by deer.
Come on, it's plenty of tutorials around. Help yourself, here is a link to start: http://cs.elderscrolls.com/index.php?title=Category:Creatures . Check the bottom, there is also a "sound tab" page.
A minor bug to report with your excellent idea for a mod. You have the legs attached to the wrong sides of The Luggage. On the actual Luggage, the legs are on the long sides of it. Not the short sides.
Actually I thought the Luggage's feet were supposed to be underneath it. LOTS of them.
The legs and feet sticking out the sides is one of the major problems I find with this mod, as the Luggage gets stuck in doorways, eight-foot-wide passages, stuck on protruding tree stumps...
The other major problem with it is that dear gods, it is good at being underfoot...
Unfortunately, how is explained in the readme and description, I did not make the model.
I agree that the legs are not the best. Even without taking the Pratchett luggage as base (so lots of small legs under), I think the legs are too wide giving lots of difficulty to the creature to move and climb stairs. Just rotating them of 90 degrees as JeniSkunk suggest would help a lot.
However, I cannot fix this problem. I do not know if the author of the model Always Z is still active, you can try to contact him. The second version makes the model smaller and it helps a bit.
"The other major problem with it is that dear gods, it is good at being underfoot." Sorry, I cannot parse this sentence. What do you mean?
The slightly smaller second-version luggage does get stuck a lot less often, yes. That's a big improvement for a small change.
What I mean about the luggage getting underfoot is, I go through a door, I can't walk forward ... Oh. The luggage is right in front of my feet. I try to step back in combat, and can't ... Oh, hello, luggage, right behind my feet. It has an amazing talent for being right where I want to step next. And yet, if I'm overburdened and I summon the Luggage so that I can unload, two times out of three it'll pop in *JUST* out of reach.....
The other occasional annoyance is that when I tell the Luggage to "stay here",instead of silently staying here, most of the time it will run off a dozen yards in some random direction. Sometimes, this is harmless. Sometimes it runs out directly into the sight of whatever I'm trying to sneak up on, which was why I told it to stay put ...
Just to make it clear, even with its occasional minor annoyances, this is a great mod. Thank you.
I see, when you tell to say put the Luggage actually goes in wander mode, so it might go around a bit. I can change so it stays perfectly still, but it is kinda boring. Isn't it? Perhaps the ideal is ensuring it's stay still for a minute or so and after start wandering a bit.
About the out of reach, I will fix that making that the spell calls the Luggage a bit nearer.
"Well, I suppose it's back to the Shivering Isles. The trouble Haskill can get into while I'm gone simply boggles the mind... Let's make sure I'm not forgetting anything. Clothes? Check. Beard? Check! Luggage? Luggage! Now where did I leave my luggage?"
Difficult, we don't have beards, tall hats, or funny looking wizard clothes in Oblivion. I am afraid we are missing too much important stuff to get a nice Rincewind. Maybe you can help?
Edit: apparently there is everything. Maybe I'll do it.
I'm afraid I don't even know how to mod my way out of a batch file, much less support you on your endeavors. However, be heartened with the knowledge that you have the support of me, and the rest of us mimic/discworld fans/enthusiasts.
35 comments
Edit: Nvm, next day when i played everything is working again. Maybe he was upset i accidentally hit him with a spell or something.
Great mod! Makes cheating feel more lore friendlyish
About the future at the moment I plan to do only eventual bug fixing. However, if there is interest I can change the Luggage AI so that it becomes aggressive when its master is seriously threatened (e.g., less than 1/3 of health), and I am open to ideas.
I like the fact that he doesn't attack enemies on sight now, but I also like your idea about him attacking when it's master is in trouble.
Thank you once again!
You can do the latter easily yourself with the editor.
On the other hand, I like it more, but still I do not like too much that the Luggage never attacks as it becomes only a glorified bag of holding.
Probably I will implement that the Luggage may become aggressive in certain circumstances. I just had an idea that might be nice, I have to iron the details but it would make the Luggage unpredictable, but definitely more and more aggressive depending how many times the player has been hit.
If I do I will also change the feet sounds from the spider daedra to mountain lion that are quite quiet.
You have the legs attached to the wrong sides of The Luggage.
On the actual Luggage, the legs are on the long sides of it. Not the short sides.
The legs and feet sticking out the sides is one of the major problems I find with this mod, as the Luggage gets stuck in doorways, eight-foot-wide passages, stuck on protruding tree stumps...
The other major problem with it is that dear gods, it is good at being underfoot...
I agree that the legs are not the best. Even without taking the Pratchett luggage as base (so lots of small legs under), I think the legs are too wide giving lots of difficulty to the creature to move and climb stairs. Just rotating them of 90 degrees as JeniSkunk suggest would help a lot.
However, I cannot fix this problem. I do not know if the author of the model Always Z is still active, you can try to contact him. The second version makes the model smaller and it helps a bit.
"The other major problem with it is that dear gods, it is good at being underfoot."
Sorry, I cannot parse this sentence. What do you mean?
What I mean about the luggage getting underfoot is, I go through a door, I can't walk forward ... Oh. The luggage is right in front of my feet. I try to step back in combat, and can't ... Oh, hello, luggage, right behind my feet. It has an amazing talent for being right where I want to step next.
And yet, if I'm overburdened and I summon the Luggage so that I can unload, two times out of three it'll pop in *JUST* out of reach.....
The other occasional annoyance is that when I tell the Luggage to "stay here",instead of silently staying here, most of the time it will run off a dozen yards in some random direction. Sometimes, this is harmless. Sometimes it runs out directly into the sight of whatever I'm trying to sneak up on, which was why I told it to stay put ...
Just to make it clear, even with its occasional minor annoyances, this is a great mod. Thank you.
About the out of reach, I will fix that making that the spell calls the Luggage a bit nearer.
If you have a model that looks like Terry Pratchet Luggage... I'd love to replace it.
Edit: apparently there is everything. Maybe I'll do it.
Hope to see more of your work!