[RELz] Companion Master

Post » Fri Feb 18, 2011 10:40 pm

found a bug your unable to access th e "more companion options" and other such th ings for a companion unless the companion is standing up. if they are lying or sitting down it does not work


Yes, I originally put the sitting check so that when the actor is on a horse you would get a different selection for options. Looks like I can swap the position of the two different condition sections and still get the same effect without locking you out of giving commands if they are sitting, but not on a horse. Don't see why it wouldn't work if they are lying down though unless there is a bug in the getsitting function that reports a sleeping actor is sitting.
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Tammie Flint
 
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Post » Fri Feb 18, 2011 9:33 pm

wups my bad. it owrks fine when they'r sleeping but not when sitting guess now i kn ow why
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Lilit Ager
 
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Post » Fri Feb 18, 2011 9:50 pm

wups my bad. it owrks fine when they'r sleeping but not when sitting guess now i kn ow why



Ok thanks, I uploaded a new version that includes the fix for this issue.
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alyssa ALYSSA
 
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Post » Sat Feb 19, 2011 1:34 pm

nother thing. it see3ms the file wasn't packed right in your update. there are two Companion Master Esp's one inside and one outside the data folder. not abiug issu as far as I can tell but still owrth mentionig it can get a bit confusing
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Julie Ann
 
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Post » Sat Feb 19, 2011 12:31 am

nother thing. it see3ms the file wasn't packed right in your update. there are two Companion Master Esp's one inside and one outside the data folder. not abiug issu as far as I can tell but still owrth mentionig it can get a bit confusing

Thanks the one inside the data folder is the old one. I just dragged the update into the archive so the new one got placed outside the folder, that's what I get for not being thorough. I deleted that upload and replaced it, thanks again :)
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lexy
 
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Post » Sat Feb 19, 2011 6:02 am

happy to help. big fan of yor work. not much of a modder my self more of a bug report an d idea knda guy
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Ross Thomas
 
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Post » Sat Feb 19, 2011 2:32 am

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!
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casey macmillan
 
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Post » Sat Feb 19, 2011 4:06 am

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.


If you open whichever version of CM you are using in the editor, the esm and any esps that go with it, then find your companions in the object window, just see which script is attached to them.

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?


I didn't script anything to make them dismount with the player. Reason being that I want the script to be as efficient as possible. To me that means shutting down all functions when the inventory item is not in use. CM companions already have a ton of un-necessary code running every frame and I certainly don't want to add to it.

I might be able to do some group mount/dismount stuff, just have to make room for another menu option. All the menus are basically holding all the commands they can hold at this point without creating an out to another menu, but I will look into it.

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 ;)


The reason they bunch up like that is that you need to give one the mount command, then wait until they are mounted before ordering another one. Reason being I add one package to get them to mount which has a very close distance to the player. This is necessary to get them moving to their horse before setting a longer follow distance. If I set a longer follow distance before they are mounted then if they are inside that follow distance they wont mount until you move far enough away that they are outside that distance. Sorry hope that makes sense to you. Anyway when the companion is moving to the horse the script keeps track of them and when they mount it sets the follow distance you selected. So if you tell one to mount, then another before the first is mounted, the script stops tracking the first, and instead tracks the second. So the first never gets his position set, and stays with the close follow I gave him to make him mount in the first place. That sounds so confusing I know but it's really not :P

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).


This is something that I knew would come up. I obviously don't want to make it seem like a cheat feature where you can just click your companions to max lvl. I can keep track of positions in the companion menu and only allow each position to be trained a given number of days, but things get messy when someone removes a companion and adds a new one to the same position. I can't really track a specific companion because they are from other mods, best I can do it set a variable to them and track that variable. Of course that variable will represent a different companion once one is removed, then a new one added. So I'm not sure what is best but I'll take all opinions into consideration :)
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Josee Leach
 
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Post » Fri Feb 18, 2011 11:45 pm

Hi b3w4r3,

Thanks as always for the feedback, I was mounting my companions before mounting myself, now I will mount up first then mount each one individually in turn (your explanation wasn't confusing actually!). That last line sounds dodgy, lol!

A group mount / dismount button(s) would be fantastic!

I have other questions I noted down at home, one of which I remember: I notice that most of the time I have to cast the Companion Master spell more than once (usually 3 times) on a horse to set its owner or do whatever with it. Another thing, the spell causes a momentary "distortion of the air" type effect that usually happens for summons. Is it possible to change this effect to be more of a generic/nondescript casting motion?

Anyway I don't often post and I'm only doing so regularly in this thread because I am loving the mod and just providing constructive criticism and (optional!) suggestions ;)
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Jessica Thomson
 
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Post » Sat Feb 19, 2011 3:35 am

Would be interesting if you make this mod modular.
Haven't tested it yet but it will come in time.
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joeK
 
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Post » Sat Feb 19, 2011 4:39 am

no real point in making it modular? why seperate all the functions theres no chya nce of conflict far as I can see
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CHangohh BOyy
 
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Post » Sat Feb 19, 2011 12:20 am

Would be interesting if you make this mod modular.
Haven't tested it yet but it will come in time.


It was modular. Per the description,

This is a rebuild of 5 of my other companion based support mods.

Set Essential Actors Plus
Companion Horse Support
Companion Repair and Recharge
Companion Resurrect
Companion Tracker


So if you want individual elements, just download the originals.
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Sharra Llenos
 
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Post » Sat Feb 19, 2011 1:04 pm

I know these preceding mods, but where is the new companion hotkey command and the lockpick command? so I don't think it's modular in his present form.
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Joie Perez
 
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Post » Sat Feb 19, 2011 6:52 am

I know these preceding mods, but where is the new companion hotkey command and the lockpick command? so I don't think it's modular in his present form.


I'm afraid I don't understand. In other words, you want to load in one ESP and have the option to choose what commands you use? You can do that, now. You don't have to use any part of CM that you don't want to. So if you want to only resurrect a companion, you can do that, and leave everything else alone.

But if you want to run only the resurrect portion of CM, and not even see the option for other commands, it's already available as a separate module on TES Nexus.
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Lyndsey Bird
 
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Post » Sat Feb 19, 2011 4:09 am

Well I did some work last night incorporating something I am using in a Fallout 3 mod to add some of these features to that companion mod. Basically I changed this mod so that if you hold down the block key while accessing the Command Ball, it will open a new menu aimed at group commands. I've added Follow, Wait, Ride Horse, and Dismount. Testing seems to be going well now that I have worked out the bugs so this will be in my next release.

I'm also changing the way horse riding works. Instead of letting the player selecting a follow distance I'm setting that automatically depending on your companions position in the Companion list. I also added some code to track each NPC during the mount procedure so you won't have to wait until one is mounted before telling the next to mount, and they will still fall into their correct following distance.

As for making all of these features modular, I understand where you're coming from but I don't think it's necessary. When I started making these companion support mods it became apparent that having one bigger mod that allowed control of all functions from a minimum of spells/items was easier to use. You may not want or need all of these features but it's nice to have the two or three features you want not require 3 spells and 3 items. Using this mod you have a wide variety of companion controls at your fingertips without having to walk up to your companion and enter dialogue every time you need to make a small adjustment. With the new group commands coming I think I have covered enough that this can be your main companion interaction function while on the move.

Still not sure what to do about the training. Letting you train every companion once a day, or even every two days just seems a bit unfair. I can change it to one companion every day and still be confident that it is not going to be abused. Consider that in 10 days (if I change it to one day) you can train one companion's skill from 0 to 100 providing that you are lvl 100 in that skill.

Oh, and I will change the spell effect to something different. That soul trap effect lags me aging computer anyway :P Maybe just remove the effect completely as it's not really necessary.
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Emma
 
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Post » Sat Feb 19, 2011 2:19 am

Still not sure what to do about the training. Letting you train every companion once a day, or even every two days just seems a bit unfair. I can change it to one companion every day and still be confident that it is not going to be abused. Consider that in 10 days (if I change it to one day) you can train one companion's skill from 0 to 100 providing that you are lvl 100 in that skill.


What about allowing a character to a companion once every month for 1-3 points in a single skill? Or place it in an INI file, and allow the player to set it as they wish.
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Tinkerbells
 
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Post » Sat Feb 19, 2011 7:06 am

Version 4 is up for grabs at TesNexus with the new group commands, and other changes I noted above, and in the file description. Please understand that to access the new Group menu you will need to press and hold down the block key while activating the Command Ball inventory item, either from your hot key
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OnlyDumazzapplyhere
 
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Post » Fri Feb 18, 2011 11:12 pm

Well I did some work last night incorporating something I am using in a Fallout 3 mod to add some of these features to that companion mod. Basically I changed this mod so that if you hold down the block key while accessing the Command Ball, it will open a new menu aimed at group commands. I've added Follow, Wait, Ride Horse, and Dismount. Testing seems to be going well now that I have worked out the bugs so this will be in my next release.


Fantastic, I will be using this primarily for the easy access to horse commands. I have a mod already that allows me to hotkey the existing CMPartners commands (follow, standby, guard, etc) but obviously it doesn't include horse riding ;)

I'm also changing the way horse riding works. Instead of letting the player selecting a follow distance I'm setting that automatically depending on your companions position in the Companion list. I also added some code to track each NPC during the mount procedure so you won't have to wait until one is mounted before telling the next to mount, and they will still fall into their correct following distance.


This sounds great too. Just thinking though, if I add companions at positions 1, 2 and 3 o the list, then another at position 9, will there be a large gap between 3 and 9 or will the two be right up against each other? Just wondering. Also I have two companions (Saerileth and Viconia from SultericDrums) that have their own horses. I will leave them to mount and dismount as they normally do without interference, but how do you think your script will handle them if I have placed them in the companion list (in order to access the other features with them) and then get all my companions to mount up? Will they attempt to keep the distance stipulated in their mod code, or will your functionality overwrite that?

As for making all of these features modular, I understand where you're coming from but I don't think it's necessary. When I started making these companion support mods it became apparent that having one bigger mod that allowed control of all functions from a minimum of spells/items was easier to use. You may not want or need all of these features but it's nice to have the two or three features you want not require 3 spells and 3 items. Using this mod you have a wide variety of companion controls at your fingertips without having to walk up to your companion and enter dialogue every time you need to make a small adjustment. With the new group commands coming I think I have covered enough that this can be your main companion interaction function while on the move.


Yeah absolutely! The centralisation of group commands withouth having to enter dialogue is just great, and so is the reduction in ESPs, spells, items etc.

Still not sure what to do about the training. Letting you train every companion once a day, or even every two days just seems a bit unfair. I can change it to one companion every day and still be confident that it is not going to be abused. Consider that in 10 days (if I change it to one day) you can train one companion's skill from 0 to 100 providing that you are lvl 100 in that skill.


I think go with what you think is most balancing (you know the math), or you could provide an INI option if you feel particularly energetic. No worries from me though either way ;)

Oh, and I will change the spell effect to something different. That soul trap effect lags me aging computer anyway tongue.gif Maybe just remove the effect completely as it's not really necessary.


Removing it would be great, then!

Version 4 is up for grabs at TesNexus with the new group commands, and other changes I noted above, and in the file description. Please understand that to access the new Group menu you will need to press and hold down the block key while activating the Command Ball inventory item, either from your hot key


Awesome, man! Will download and give it a run very soon!
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Kat Stewart
 
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Post » Sat Feb 19, 2011 1:03 am

This sounds great too. Just thinking though, if I add companions at positions 1, 2 and 3 o the list, then another at position 9, will there be a large gap between 3 and 9 or will the two be right up against each other? Just wondering.


There will be a gap.

Also I have two companions (Saerileth and Viconia from SultericDrums) that have their own horses. I will leave them to mount and dismount as they normally do without interference, but how do you think your script will handle them if I have placed them in the companion list (in order to access the other features with them) and then get all my companions to mount up? Will they attempt to keep the distance stipulated in their mod code, or will your functionality overwrite that?


Browsing over the quest script that controls her horse procedure it looks like once she is mounted if you give the group command to ride horse she should fall into line with the rest of your companions, and not assume her normal follow distance.
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Fluffer
 
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Post » Sat Feb 19, 2011 10:02 am

Browsing over the quest script that controls her horse procedure it looks like once she is mounted if you give the group command to ride horse she should fall into line with the rest of your companions, and not assume her normal follow distance.


Awesome! Things just get better and better :D
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Katie Samuel
 
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Post » Fri Feb 18, 2011 10:31 pm

i love the progress this mod is making but i'm wondering cany ou remove the limit of Nine Companions o n the list and still retain the intended functioning?
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Marquis deVille
 
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Post » Fri Feb 18, 2011 9:17 pm

i love the progress this mod is making but i'm wondering cany ou remove the limit of Nine Companions o n the list and still retain the intended functioning?


The main reason I went with eight companion slots is that the Oblivion message box function only allows 10 buttons. Some of my menus require two extra buttons in addition to the companions eight buttons, so that puts me full up. Adding more companion slots would require displaying those companions on another menu page. It's possible but requires a lot more scripting, pretty much doubling what I have now to add eight more slots.

I understand that some people have more than eight companions, but do they really travel with more than that at one time? There is a vanilla warning message displayed when you load a new area with more than ten companions.
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Jade Payton
 
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Post » Sat Feb 19, 2011 12:01 pm

I think 8 is fine.

Great job with this mod.
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N Only WhiTe girl
 
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Post » Sat Feb 19, 2011 6:48 am

Did a little testing with V4 of the mod, and the Group dialog works fine for mount and dismount, although one of my 3 companions I am currently with doesn't mount until I go and set his horse as belonging to him. I think however that since that horse was mine up to a short while ago, something else keeps setting the horse's ownership to me instead of him (although I am using another horse and that's working fine) and I have to keep resetting ownership back to him before he will mount the horse again. Is there any way I can use the console to fix this?

Otherwise, all is well. Great work :D
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Noely Ulloa
 
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Post » Sat Feb 19, 2011 4:01 am

That's strange, is it a vanilla horse of part of another mod?
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Alexandra Ryan
 
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