[RELz] Companion Resurrect

Post » Sat May 28, 2011 6:04 pm

Thanks, I'm going to do a thorough test to your last CM partners resurrection fix.

By the way, new command on companion like these:

- Open this container/door
companion use lockpicks in his inventory, he can succeed or not depending on the numbers of lockpicks, his security skill and lock difficulty.

- Drink this potion.
- Eat this ingredient/food.

are useful and interactive for role playing.
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Nims
 
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Post » Sat May 28, 2011 7:15 am

After fix test, I'm getting the same following AI issue; companion stand when asked to follow, but follow me by distant space jump (he don't run).

In my opinion in addition to the merged version, keep separated plugins as well; some peoples may need only some plugins or have some problems with others.
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Amy Gibson
 
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Post » Sat May 28, 2011 3:02 pm

Sorry I made an error that caused the section of code I added not to run at all. Should be fixed now I hope.

I got some ideas for the lock picking, but don't CM Partners do this already? Anyway I'll give it a whirl soon.

Edit: Still need to work on the CM fix some more, I'll let you know if I get it working :/
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kiss my weasel
 
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Post » Sat May 28, 2011 8:27 am

I added a new fix for the resurrect issue in CM Partners. I tested it and seems to work fine now. I did not add the fix to the CM Minions because those scripts have an error somewhere making them impossible to save.

A bit off topic but I noticed the partners follow package is set up wrong. That's why they follow so close (kind of creeps me out).
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Daniel Brown
 
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Post » Sat May 28, 2011 9:08 am

I added a new fix for the resurrect issue in CM Partners. I tested it and seems to work fine now. I did not add the fix to the CM Minions because those scripts have an error somewhere making them impossible to save.

A bit off topic but I noticed the partners follow package is set up wrong. That's why they follow so close (kind of creeps me out).

Thanks; yesterday I also tested Companion Share and Recruit. I wonder what difference between this mod and CM partners. Though they seem to come from the same author.
I also understood how to make "joint" or "recruit" available only for some faction; that's good (one thing that always thrown me away from CSR was "recruit" or "share" available for almost every NPC).
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dell
 
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Post » Sat May 28, 2011 2:40 pm

This sounds like a fantastic mod/tool for playing with companions.

Thank you for this!

Regards,

Hem
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Nicole Mark
 
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Post » Sat May 28, 2011 6:41 am

Thanks; yesterday I also tested Companion Share and Recruit. I wonder what difference between this mod and CM partners. Though they seem to come from the same author.
I also understood how to make "joint" or "recruit" available only for some faction; that's good (one thing that always thrown me away from CSR was "recruit" or "share" available for almost every NPC).

Actually CSR was made by TalkieTheToaster, CM was blackie I believe. For the most part CSR should behave better than CM with my companion addons, as it doesn't put so many restraints on its companions.
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Kelsey Anna Farley
 
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Post » Sat May 28, 2011 6:59 pm

CSR has something interesting:
- You can order companions to open locked chest using a hotkey and left click but I wonder what mechanism is used; do companions uses lockpicks in their inventories? can they run out off lockpicks?
- You can learn companions new spells but this is available only from (or into) scrolls (Not Good!).

- CSR companions use horses (this is what written in the mod description).
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Mistress trades Melissa
 
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Post » Sat May 28, 2011 1:28 pm

Actually CSR was made by TalkieTheToaster, CM was blackie I believe. For the most part CSR should behave better than CM with my companion addons, as it doesn't put so many restraints on its companions.

Thanks for the resurrection patch for CM partners.
Finally I made a thorough test all this night on CSR. I completely changed my companion to support CSR, created custom TSS plugin supporting PlayerFaction only. But I'm returning to CM partners, this one work better with new textures, bodies and others cosmetics mods. When using CSR NPCs faces and clothes completely change color and lose their form after sometime; I tried BSA redirection and BSA alteration but nothing worked. I remember this problem happened with old versions of CM partners. But the last versions are very stables.
CM partner maybe do not have some exceptional functionality of CSR but at least it works great for what it provides.
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Makenna Nomad
 
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Post » Sat May 28, 2011 8:07 pm

Any news for about the fix for CM partners?

Finally I made a thorough test all this night on CSR. I completely changed my companion to support CSR, created custom TSS plugin supporting PlayerFaction only. But I'm returning to CM partners, this one work better with new textures, bodies and others cosmetics mods. When using CSR NPCs faces and clothes completely change color and lose their form after sometime; I tried BSA redirection and BSA alteration but nothing worked. I remember this problem happened with old versions of CM partners. But the last versions are very stables.

Sorry to bother again, but what I'm describing here is no others than "Companion Double Face Bug"; CSR suffers from this bug and if you have UOP you should apply UOP companion double face bug spell every time you fast travel with your companions (tested and confirmed 100% today). This bug was fixed in the last versions versions of CM partners.
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evelina c
 
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Post » Sat May 28, 2011 5:35 am

Every time I cast the spell on the companion Vilja, the game crashes.
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Anna Krzyzanowska
 
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Post » Sat May 28, 2011 10:05 am

Has anyone set Viconia, Saerlieth, or Stoker essential and tested this? I would but I'm too busy at the moment.
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lauren cleaves
 
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Post » Sat May 28, 2011 4:58 pm

Every time I cast the spell on the companion Vilja, the game crashes.



This could be because an item is equipped on her using the no un-equip flag. Check with the companion's author to see if this is the case. I could probably make a fix for it by un-equipping all items before removing them, but it would help to know they used this flag.

Sorry to bother again, but what I'm describing here is no others than "Companion Double Face Bug"; CSR suffers from this bug and if you have UOP you should apply UOP companion double face bug spell every time you fast travel with your companions (tested and confirmed 100% today). This bug was fixed in the last versions versions of CM partners.


Not sure what you are saying, does resurrecting a companion using this spell cause this bug? If so is it only happening in CSR?
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OnlyDumazzapplyhere
 
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Post » Sat May 28, 2011 11:35 am

Not sure what you are saying, does resurrecting a companion using this spell cause this bug? If so is it only happening in CSR?

No this is a general bug not related to your Companion Resurrect Mod.
Even Oblivion Vanilla has this bug, I noticed some symptoms of it when escorting Martin to Clood Ruler Temple.
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Pants
 
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Post » Sat May 28, 2011 10:11 am

No this is a general bug not related to your Companion Resurrect Mod.
Even Oblivion Vanilla has this bug, I noticed some symptoms of it when escorting Martin to Clood Ruler Temple.



I did upload another patch for CM Partners that should fix their weird behavior after being resurrected. Did you try it yet?
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emma sweeney
 
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Post » Sat May 28, 2011 3:36 pm

The patch I see was uploaded in 18 January. I will give it a try and will give you feedback. Thanks.
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Keeley Stevens
 
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Post » Sat May 28, 2011 1:56 pm

Well I have just tested the new fix but I'm still getting the same old odd companion behavior after resurrection.
After resurrection
- CM companion try constantly to heal himself and sometimes he use a combat idle behavior during that.
- CM companion don't run when ordered to follow but do some kind of intermittent jump space to follow you.
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loste juliana
 
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Post » Sat May 28, 2011 6:47 pm

Well I have just tested the new fix but I'm still getting the same old odd companion behavior after resurrection.
After resurrection
- CM companion try constantly to heal himself and sometimes he use a combat idle behavior during that.
- CM companion don't run when ordered to follow but do some kind of intermittent jump space to follow you.


Are you loading the patch after all mods that require CM partners.esm? I totally disabled all calls that changed settings ondeath, unless another mod makes a change to the PartnersScript and loads after the patch you shouldn't be getting this.

When I use it on a CM Partner he does cast heal a few times, probably due to the drain health effect, but he stops when his magicka is low and doesn't do it again. He follows normally immediately after resurrecting though without telling him to.

Do you get any conflicts in OBMM with this patch?
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krystal sowten
 
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Post » Sat May 28, 2011 10:35 am

You know the health hit, reminds me of a move from guild wars, necromancers and health saccing to do all sorts of neat things. Nice idea, and possibly a nice immersion tool. Sacrificing your life essense to bring friends back. I like.
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Allison C
 
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Post » Sat May 28, 2011 11:03 am

Are you loading the patch after all mods that require CM partners.esm? I totally disabled all calls that changed settings ondeath, unless another mod makes a change to the PartnersScript and loads after the patch you shouldn't be getting this.

When I use it on a CM Partner he does cast heal a few times, probably due to the drain health effect, but he stops when his magicka is low and doesn't do it again. He follows normally immediately after resurrecting though without telling him to.

Do you get any conflicts in OBMM with this patch?

I'm going to revise all my load mod list and maybe start a new fresh game to see what happen.

Edit.
===
In my companions mod I alter the partnerscripts by commenting two lines that add "Wrap Ring" to inventory. (I don't like ring of Wrap)
I don't know it this has something to do with your fix.
I'm going to take a look with TES4Edit to your CM partners fix.
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Dean Brown
 
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Post » Sat May 28, 2011 6:58 am

I'm going to revise all my load mod list and maybe start a new fresh game to see what happen.

Edit.
===
In my companions mod I alter the partnerscripts by commenting two lines that add "Wrap Ring" to inventory. (I don't like ring of Wrap)
I don't know it this has something to do with your fix.
I'm going to take a look with TES4Edit to your CM partners fix.


That edit you made would certainly over ride mine if it was loaded after. Maybe you can combine the two to include my edits in your script, then just don't use mine. I edit 3 different areas of that script, let me know if you need help, or send the script you edited to me in PM and I'll edit it for you.

You know the health hit, reminds me of a move from guild wars, necromancers and health saccing to do all sorts of neat things. Nice idea, and possibly a nice immersion tool. Sacrificing your life essense to bring friends back. I like.


The idea did come from Guild Wars actually. The Ritualist skill flesh of my flesh kind of does the same thing. I wanted to drain magicka also, but using that effect tended to not work correctly for some reason.
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Sara Lee
 
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Post » Sat May 28, 2011 1:03 pm

That edit you made would certainly over ride mine if it was loaded after. Maybe you can combine the two to include my edits in your script, then just don't use mine. I edit 3 different areas of that script, let me know if you need help, or send the script you edited to me in PM and I'll edit it for you.



The idea did come from Guild Wars actually. The Ritualist skill flesh of my flesh kind of does the same thing. I wanted to drain magicka also, but using that effect tended to not work correctly for some reason.


I think FLOMF costs 5 energy, and yes it does, cost... 25% health if I remember right. I think if you worked the scripting right.. and I know its possible I just don't know the scripting to do it or attempt it. I mean it sacs so much health, you should be able to add magicka spending in there as well.

Now that I'm thinking about it, has anyone here worked out blood magic? Like the Necromancer... actually what about curses as a whole? I think that when I finish my C++ class this semester(game programming style) i'll see if i can work out some scripts for it. Spells like Spiteful spirit ect ect.

I mean Spiteful spirit should be very easy, we have reflect damage already, just need to add an aoe effect onto it.
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claire ley
 
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Post » Sat May 28, 2011 5:14 am

That edit you made would certainly over ride mine if it was loaded after. Maybe you can combine the two to include my edits in your script, then just don't use mine. I edit 3 different areas of that script, let me know if you need help, or send the script you edited to me in PM and I'll edit it for you.

I changed my load list but doesn't seem affect anything.
I haven't changed great thing in partnerscript; only changed 0 to 1 (or 1 to 0) in two or three lines related to Ring of Wrap.
I also had the idea to merge all your three companions mods and fixes in CM Partners.esp (with TESGecko).

Do your fixes depends on existing CM partners or need a fresh CM partner to add? if this is the case maybe I need to make a clean save before activating the fixes.
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Tasha Clifford
 
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Post » Sat May 28, 2011 1:39 pm

I merged
CompanionRepair.esp
CompanionResurrect.esp
CompanionHorseSupport.esp
CompanionHorseSupportFIX forCMPartners.esp

in CM Partners.esp

Made a clean save without "Tamriel NPCs.esp" (this is the file I use to add companions).
Removed "Essential" flag to NPCs in "Tamriel NPCs.esp" with TES4Edit, also removed my edits to "partnerscript".

Now I'm going to load my clean save with "Tamriel NPCs.esp" and see what happen.
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ZzZz
 
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Post » Sat May 28, 2011 7:00 am

Worked !!! for my first test.
Companion heal himself but he follows me regular.
But I need to do more tests to be sure.
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Tyrel
 
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