The code in the Partnerscript looks ok. If it doesn't work then the helmet the companion is using does not use the typical hair only slot, or that script is not attached to him.
Well I have about ten or so companions and I presume they are all using the same PartnerScript, not so? I figure it would work on some of them at least that happen to be using the correct slots. Ah well, I will fiddle again later, not in the mood on a sunday night just want to play as much as possible before work tomorrow
Disable on CMs do crash the game, probably because the script keeps setting things on the reference even if it's disabled. Not really an issue though as CMs should never get the double face bug.
Yeah I have never ever had double face bug and I use CM partners a LOT. Disabling them though usually if not always results in a crash.
On the share you have it right. Using your companions share feature will cause crashes if you have locked items. Using the share feature from this mod will not because I remove every item one by one, then re-equip them without setting the flag to 1, before moving them all to the share container. The same bit of code could be added to the share in your companions script to prevent crashing, but you need to make sure which script your companion is using since the code you added to the partnerscript seems not to work.
Yeah will have to untangle what script is being run, is there any way to get the console to print the script it runs? Yep it definitely crashes on a companion with locked items
But I was toying with your Share function and all of your other menu items and I must say, fantastic work on all that stuff, awesome!! You might want to include a few 'Back' buttons on all those nested menus though.
Here is an example of the code that removes the force equip flags. This would need modifying to work in your companions script as this is just pulled from my mod, but you can see what I'm doing before I share. Items equipped using "Equipitem SomeItem 1" Can only be removed by calling "removeitem SomeItem". If you instead call removeallitems the game crashes if any of the items to be removed were equipped using the "1" after. Hope that makes sense.
Will give it a try when I'm feeling energetic. Don't think my knowledge of the Oblivion language is up to it though, but I am a programmer so what's my problem? Hehe.
Well I have just been playing for a couple of hours and testing your mod quite a bit. I installed the Horse Dreamland mod and gave three of my companions lovely new horses. Then fiddled with all the mounting and riding functionality. I notice that when I dismount, my companions don't automatically follow suit, unless its on entering combat (I think they might have dismounted once, eventually). I need to manually tell them to dismount. Is it possible you could have a look at that or am I doing something wrong? Also, is it possible to have some kind of catch-all option that would mount or dismount all companions that are on the companion list?
Wow! It was great to have all my peeps riding around with me, what a sight!
I also noticed that on mounting, companions don't always assume their riding order, and I often have to tell them each twice or three times to take their designated spot in the queue. Seems they want to assume the default CM behaviour of "follow close as possible jockeying for position" and with horses it just gets messy
Was trying out some of the other functionality as well. Picking locks seems fine. However with regard to companion training, I see that I can only train ONE companion in ANYTHING every two days. Was this by design? I was thinking it might be more reasonable/lenient to enforce the 2 days as before, but per companion and per skill (or at least per companion).
Overall this is a fantastic mod! I never thought I'd see my CM partners riding horses with me, and I experienced no related crashes other than the one you forewarned me about. You're the kind of guy who could write your own CMPartners replacement that would encompass what you have now and a whole lot more!