[RELz] Companion Resurrect

Post » Sat May 28, 2011 1:29 pm

Companion Resurrect

Requires OBSE


This was a mod request to help with overpowered Essential companions. Now you can set all those Essential companions to non-essential, and not have to worry about your favorite companion dieing permanently. There is a cost to resurrecting (a health penalty) and only one companion can be resurrected every five minutes.



From the readme:
Companion ResurrectCompanionResurrect.espThis mod requires the latest version of OBSE (currently 17b)You can download OBSE here http://obse.silverlock.org/download/Description:Resurrect your companions after a battle by casting a resurrect spell on them.Details:When first running this mod it will add a spell "Resurrect Spell" to the players spell list. Cast the spell on a dead NPC to resurrect them for a cost of 1/2 your current health. Target NPC is resurrected with 1/2 health also. Over the next 5 minutes you and the target NPC gain back 10% of your lost health every minute. While the spell is in effect it will recharge and can not be used again until the 5 minutes is up. This spell can not be used while the player is in combat. The player's health is modified using a Drain Health spell, which can be viewed in the active effects spell list. There will also be an active effect icon in the upper right corner of the screen that indicates the time left until the next health adjustment.Install:Put the CompanionResurrect.esp in the Oblivion Data folder typically located at C:\Program Files\Bethesda Softworks\Oblivion\Data. Start the Oblivion launcher, select data files, and put a check next to the CompanionResurrect.esp. Start the game from there and open the spells tab to equip the "Resurrect Spell" spell.


http://www.tesnexus.com/downloads/file.php?id=29292
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Heather Stewart
 
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Post » Sat May 28, 2011 8:40 pm

Great idea! :)

I hate having 'essential' companions, but at the same time we all know how often the enemies love to go for them. A resurrection mod is the perfect solution, and I think it is way better to have it as a separate mod than having various versions of resurrection included in every companion mod. :thumbsup:
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Lauren Graves
 
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Post » Sat May 28, 2011 8:30 am

This is really cool. I will be downloading and testing NAO! Thank you b3w4r3.
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Naughty not Nice
 
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Post » Sat May 28, 2011 5:07 am

Good Good.

Will download now and test
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le GraiN
 
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Post » Sat May 28, 2011 7:58 am

Well, no joy I'm afraid.

Installed the mod,via Omod second last in my load order, after Bashed Patch but before the Elseweyr Colour Map. My companion is Viconia deVir (by Sulteric Drums asif anyone doesn't know). Tried on two different save games. One was outside Tidewater Cave where there's a couple of trolls with phenomenal health regeneration (I play OOO). Viconia put up a pretty good fight but was eventually knocked unconscious. Most times she was up and fighting 10 seconds later as normal. Twice she stayed down but I could hear her panting (Realistic Fatigue), both times she was up and active the second I touched her.

I do have the resurrect spell in my inventory but it wasn't tested as Viconia never died.
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Steve Smith
 
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Post » Sat May 28, 2011 8:16 pm

Well, no joy I'm afraid.

Installed the mod,via Omod second last in my load order, after Bashed Patch but before the Elseweyr Colour Map. My companion is Viconia deVir (by Sulteric Drums asif anyone doesn't know). Tried on two different save games. One was outside Tidewater Cave where there's a couple of trolls with phenomenal health regeneration (I play OOO). Viconia put up a pretty good fight but was eventually knocked unconscious. Most times she was up and fighting 10 seconds later as normal. Twice she stayed down but I could hear her panting (Realistic Fatigue), both times she was up and active the second I touched her.

I do have the resurrect spell in my inventory but it wasn't tested as Viconia never died.

I don't understand in afraid. If she is getting knocked unconscious (set to essential) then she wont actually die for you to use the spell on her anyway. This mod won't set her to non-essential if that's what you got from my description. I do have another mod that does that in my mods list on TESNexus.
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Terry
 
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Post » Sat May 28, 2011 9:37 am

I don't understand in afraid. If she is getting knocked unconscious (set to essential) then she wont actually die for you to use the spell on her anyway. This mod won't set her to non-essential if that's what you got from my description. I do have another mod that does that in my mods list on TESNexus.


Ah. Looks like it was me that misunderstood. So this mod will not override the essential tag on companions. (Obvious really I suppose when I think about it). Right, off to look at your other mod.

Sorry for misunderstanding.
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Alba Casas
 
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Post » Sat May 28, 2011 8:23 pm

Oh at last it is here! downloading now. Thanks.
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sarah taylor
 
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Post » Sat May 28, 2011 12:43 pm

I'm back, sorry for spamming your thread.

I installed your Set Essential Actors mod (in addition to this one) and switched Viconia to non essential, then went off to fight Amazons in Cursed Mine. Everything worked as advertised. Viconia was killed. Once out of combat the resurrect spell had her upright again. The only slight problem was that she was not immediately responsive. Clicking on her just opened her inventory as if she was still a corpse. Moving a little away, and casting her Summon Viconia spell solved this problem however, her responses and her in your face attitude were back, as good as new. I suspect that Viconia's scripts were taking a while to catch up.

I particularly like how you have handled the penalty attached to using the resurrect spell, and it is a major penalty if you are in a hostile dungeon. Max health is reduced so you can't simply counteract the penalty by using restore health spells or potions.

I'm convinced. Both mods are keepers.
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Kanaoka
 
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Post » Sat May 28, 2011 9:10 am

Working at 100% !!!!!!!!!!!!!!!!!
Great job and thanks very much b3w4r3
this is a great day for me with companions, now I can travel freely with them without caring about their fates.

Some ScreenShots:

http://www.tesnexus.com/downloads/images/29292-1-1263339689.jpg

http://www.tesnexus.com/downloads/images/29292-2-1263339689.jpg

http://www.tesnexus.com/downloads/images/29292-3-1263339689.jpg

http://www.tesnexus.com/downloads/images/29292-4-1263339689.jpg
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Luis Reyma
 
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Post » Sat May 28, 2011 5:37 am

Great I'm glad it's working well. Let me know if you have any problems. There are functions to make sure your companion retains their items.
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Lizbeth Ruiz
 
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Post » Sat May 28, 2011 10:38 am

The companion in the screenshot had some http://tesnexus.com/downloads/file.php?id=25012 in her inventory full of stuffs; after resurrection I checked that the stuffs are still there.
I will continue my game-play with the mod and will inform you about anything irregular (namely need test for Oblivion, dream world or anything related to quests).
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Hearts
 
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Post » Sat May 28, 2011 7:54 pm

What happens if you cast this on a dead NPC that is not a companion?
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David John Hunter
 
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Post » Sat May 28, 2011 6:37 am

The companion in the screenshot had some http://tesnexus.com/downloads/file.php?id=25012 in her inventory full of stuffs; after resurrection I checked that the stuffs are still there.
I will continue my game-play with the mod and will inform you about anything irregular (namely need test for Oblivion, dream world or anything related to quests).


Thanks for the info. Before reviving the target I remove all their items to a safe container, then rez them and remove all their items again to avoid them getting their starting inventory items back. Then I add their previous items back.

As far as being inside an Oblivion gate just remember to un-summon your companion (or send them back to Tamriel if they have a mark/recall feature) before taking the sigil stone. NPCs tend to get their inventory messed if they are there when you take the stone.

What happens if you cast this on a dead NPC that is not a companion?


It will resurrect them same as with a companion.
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Shelby McDonald
 
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Post » Sat May 28, 2011 5:51 pm

I really like the idea behind this mod! I already set all of my companions to non-essential just for realism sake. This just gives me the realistic excuse to revive my companions! :frog:
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Melissa De Thomasis
 
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Post » Sat May 28, 2011 7:37 am

After played this day with companion resurrection the only odd thing I found is that companion loss their following AI after resurrection, sometimes they seem stuck. To get ride of this behavior save your game after resurrection of the partner, then load the save and all things will be right.
Maybe this is related to Oblivion engine itself.
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Manny(BAKE)
 
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Post » Sat May 28, 2011 1:22 pm

After played this day with companion resurrection the only odd thing I found is that companion loss their following AI after resurrection, sometimes they seem stuck. To get ride of this behavior save your game after resurrection of the partner, then load the save and all things will be right.
Maybe this is related to Oblivion engine itself.


Yes, when an actor is resurrected they lose any script packages that they had when they died that were added using addscriptpackage. I haven't encountered any problems with mine getting stuck, asking them to follow again sets things straight. Having to save and reload sounds like a pain, is it one of the CM Partners? MaybeI can do some testing with the mod you are using.
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Harry Leon
 
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Post » Sat May 28, 2011 6:55 am

Yes it's with a one CM partner.
Also mods like Enhanced Economy that stripe items from dead NPCs are not good here. If using EE do not activate your companion until it is resurrected. Otherwise will lose some companion items.
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Lloyd Muldowney
 
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Post » Sat May 28, 2011 9:22 am

Yes it's with a one CM partner.
Also mods like Enhanced Economy that stripe items from dead NPCs are not good here. If using EE do not activate your companion until it is resurrected. Otherwise will lose some companion items.



Well I tried a few of the CM Partners but was unable to get any behavior that needed a reload. I did have to give them follow commands again, but that's to be expected. One of them spammed a healing spell after I resurrected her, but she stopped after I talked to her, or opened my inventory, weird.

I did notice some items after a resurrect. These come from leveled items in the actors inventory. I may add some scripting to remove those items next time I update it.

Not sure what EE does, but I can have a look at it and see what happens.

Thanks again for the observations.
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Devin Sluis
 
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Post » Sat May 28, 2011 6:07 pm

In use some animations mods, I don't know maybe it's related.
Anyway I have tested this only one time, if it reproduce I will report you.
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Genevieve
 
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Post » Sat May 28, 2011 6:40 pm

Well I have found some bugs; most of them are related to losing (following) AI for CM partner; companion seems distracted to your order.
I even was unable to use "SHARE" option with a CM partner after resurrecting him a second time: this happens if you resurrect your companion a second time before he was fully restored his normal health.
Unfortunately I lost my reliance on this resurrection mod due to the proceeding issues. So I'm now playing with essential option and one minutes global NPC unconsciousness time (configured with Wrye Bash).
when you play (or test) the first time these anomalies are not apparent, you must play for long to discover the issues.
Waiting for a fix....


Proposal for companions control:

- Companion can use lockpicks if you bring him somes.
Command: Open this container

- Companion drink this potion
if you bring him a particular potion that could be some wine, a healing potion or a "cure disease" potion.
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CYCO JO-NATE
 
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Post » Sat May 28, 2011 12:38 pm

Well I have found some bugs; most of them are related to losing (following) AI for CM partner; companion seems distracted to your order.
I even was unable to use "SHARE" option with a CM partner after resurrecting him a second time: this happens if you resurrect your companion a second time before he was fully restored his normal health.
Unfortunately I lost my reliance on this resurrection mod due to the proceeding issues. So I'm now playing with essential option and one minutes global NPC unconsciousness time (configured with Wrye Bash).
when you play (or test) the first time these anomalies are not apparent, you must play for long to discover the issues.
Waiting for a fix....


Proposal for companions control:

- Companion can use lockpicks if you bring him somes.
Command: Open this container

- Companion drink this potion
if you bring him a particular potion that could be some wine, a healing potion or a "cure disease" potion.



Just had a peek at the CM Partners script and it starts a timer when a companion dies. After 10 minutes it basically shuts down the GameMode portion of the script, and removes all faction ranks used for dialogue. The timer never gets reset either if you resurrect the companion so the death time is cumulative. I can make a patch for this, just give me some time to examine the script closely. Should be able to keep his original intention intact and restore normal companion functions once you resurrect them.
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Heather Dawson
 
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Post » Sat May 28, 2011 6:09 pm

Thanks very much b3w4r3 for your work.
Think also about my new companion control propositions.
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Chenae Butler
 
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Post » Sat May 28, 2011 7:13 am

Ok I uploaded a CM fix you can try. The file is named CompanionHorseSupportFIX forCMPartners.esp because I want to keep it compatible with the horse support mod. Just overwrite the current fix with this one, as it includes both fixes.

If you have a save just before things got bad and you can reload from there to test this patch it would be great. This should reset your companion back to normal and put her in follow mode after a resurrect.

Edit: BTW I'm working on merging 5 of my companion based mods into one file.

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

All of these mods will work using one spell now. The inventory item from companion tracker can be used to select companions from the tracking list, and give them orders just like the spell does. This makes it more convenient to access some functions without having to cast the spell. The inventory item can even be linked to a hot key for faster access.

Once I am ready to release it I can see about adding new features to it like you suggested. This way people don't need multiple spells, just makes things a lot cleaner i think.
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Samantha Jane Adams
 
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Post » Sat May 28, 2011 7:37 pm

5 mods in one file sounds fabulous. :wub:
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Honey Suckle
 
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