[RELZ] Companion Share & Recruit v3

Post » Thu Nov 19, 2009 12:34 pm

I have the face bug too. I also have UOP but I didn't get any kind of spell.
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Ally Chimienti
 
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Post » Fri Nov 20, 2009 1:58 am

If you installed the Unofficial Oblivion Patch correctly, you should have an item in the Misc. section of your inventory. Use it, and close your inventory. A menu should pop up once you do. I believe the last option allows you to hide/show the spell.
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Alex [AK]
 
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Post » Thu Nov 19, 2009 7:01 pm

Wonderful mod! Only thing I find a little unrealistic is that guards can follow you, I think that given their status, they should only be recruit able if your Speech skills are maxed out, you have amazing disposition with them, and your fame is not only at least 2x your infamy, but also over something like 500. Same goes for any legion people and stuff. Also, shouldn't different commands require different disposition levels and minimums for the companion's confidence and responsibility and stuff. If you recruit a puny cowardly law-abiding citizen they probably wouldn't want to do much killing, but might be happy to run errands and stuff? How hard would it be for me to add these things myself?
Well, given how recruited guards are temporary I always considered it more along the lines of bringing an officer to a crime. If you're tracing down the criminal responsible for Thoronir's inventory, grabbing a watchman to help you apprehend them isn't hugely out of place. That's the reasoning for the Faction Relationships plugin making it harder to recruit guards if you're infamous (they don't trust you) whilst famous heroes can easily get guards to help them catch people in the act.
Having different commands require different levels of disposition seemed too intrusive to me- I'd rather produce an open-ended mod and allow people to modify it or just roleplay their use. You should be able to easily add conditions for certain orders in dialogue by making a .esp which edits the various dialogue menus required to give them by just adding conditions like "GetAV confidence" or "GetDisposition player".

Cassandra: The face bug is a default oblivion bug.

Trinsic75: Well, the only other thing would be if they had a bound weapon/armour spell running on them, but that should give you a warning if it's the case. Otherwise I don't know.

Seraphaenya: You can use the aaaDifferentMenu 'flag' item to change recruitment, yep, there's guidelines on how to in the readme. The faction relations .esp makes it so you require gold to hire Fighters/Mages/Blackwood NPCs, unless you're of a higher rank in the guild.
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Leonie Connor
 
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Post » Fri Nov 20, 2009 12:31 am

How can i heal my companions?

How can i make them to heal me?
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Lou
 
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Post » Thu Nov 19, 2009 4:58 pm

This is covered in the readme. I suggest you read it.
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Robyn Lena
 
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Post » Thu Nov 19, 2009 12:32 pm

Great Mod! I've been using it since the dawn of time, well maybe not that far back, but for a long time. I can't image the game without it! Two issues always seem to come up for me concerning functionality and I was wondering if something could be done about them.

1. A true Guard option. Not stay here and stare at the walls, but a real stay here and kill anything hostile.

2. A "Lights Out" toggle. Don't turn on any lights, no torches, not lanterns, etc. It's handy to have companions hold torches. But, when playing a thief, it's a hassle to have to go through everyone's inventory to remove torches and such, especially when you have more than two companions. Some times I've removed the stuff only to have them find new torches while looting!
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NIloufar Emporio
 
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Post » Thu Nov 19, 2009 6:59 pm

Is it possible to have companions share their equipment between themselves so you don't have to go and take one person's stuff and place it into another person manually?
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(G-yen)
 
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Post » Thu Nov 19, 2009 7:10 pm

So. Is there an way to get this working with the Unofficial Oblivion Patch without the annoying thump noises?

- oh god its spreading. now i hear without the anyofthe unofficial patches.. what is this?
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Eilidh Brian
 
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Post » Thu Nov 19, 2009 8:52 pm

So. Is there an way to get this working with the Unofficial Oblivion Patch without the annoying thump noises?

- oh god its spreading. now i hear without the anyofthe unofficial patches.. what is this?

Use a script effect silencer. It's a script effect spell checking the nearby NPCs.

lowtime: No, I have no way of knowing what you want moved between NPCs.

Dewey: They should already attack anything hostile that comes close. Having them actively patrol the area is a bad idea as their wait point resets to wherever they currently are when you reenter the cell, so with a large radius they'd incrementally wander off into the wilderness. The torches out option sounds good.
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Harry-James Payne
 
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Post » Thu Nov 19, 2009 11:35 pm

Hi; been away from Oblivion and the community for awhile but have started playing again. A question with this mod...I seem to be having issues with getting the companions to attack/defend after I've recruited them. Its been so long since I've been playing I was wondering (actually trying to remember) what the issue may be?
Thank you.
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CYCO JO-NATE
 
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Post » Thu Nov 19, 2009 6:27 pm

I'm having some problems with this fantastic mod. I explain the exact problem in http://www.gamesas.com/bgsforums/index.php?showtopic=1008016 thread. I finally found that was the CSR mod what was causing it, disabling it in Wrye Bash. It's so sad... :(


EDIT: deactivated the ESPs "TSS Custom Companion Template.esp" and "Toaster Says Share Faction Recruitment.esp" and the CTD disappeared. I'll check which one is causing it.

I was wrong. It did not disappear, this issue repeated some steps after in the same ruins.
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Katey Meyer
 
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Post » Thu Nov 19, 2009 9:37 pm

Try turning support mode off. With support mode on it gives your followers orders to loot any dead NPCs, if there's inexplicably dead references in the followers list then it could be causing CTDs by issuing orders to nonexistant followers. Tell me if it works, and it'd also help to know your version of OBSE, who's in your party, what you're killing, what mod the thing you're killing is from and so on.
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mimi_lys
 
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Post » Fri Nov 20, 2009 12:14 am

Roger that. =)


Ok. Turning support mode off does not solve the problem. I'm using latest version of OBSE (17.2). My party is composed of: Mazoga the Orc, Tsavi, Tsrava, J'Nagasar and Vaenen Dres.

I had not realized that except Mazoga, all those other four characters were from http://www.tesnexus.com/downloads/file.php?id=25023, a mod that adds the province of Elsweyr (and I love it). So, after noticing that (thanks to your suggestions) I dismissed the entire party except Mazoga, and everything went ok. After that, I began dismissing each of those characters one at a time, and finally ended identifying the one who was causing the CTDs. That is, Tsavi, a Khajiit healer from Elsweyr. Well, I hope this will be of use to you or someone who has a similar problem.


Mr. Talkie Toaster, I really LOVE your mod... It brings me back to the years I played Baldur's Gate I and II, and it is simply amazing. I'd like to give you my best congratulations for such an impressive work.

Thank you, and I hope the problem won't repeat in the future. ;)

EDIT: I made a mistake. Tsavi, the khajiit who caused the CTDs is from Leyawin, not Elsweyr.
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kasia
 
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Post » Fri Nov 20, 2009 1:46 am

My map markers don't work i spread out my squads and now i can't find them help!
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Emma-Jane Merrin
 
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Post » Thu Nov 19, 2009 5:23 pm

Sorry if this has been asked before, but why is Companion Sales and Retails blocked?
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Ilona Neumann
 
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Post » Thu Nov 19, 2009 3:13 pm

I have not been able to make my companions unlearn spells, by the moment. They have learned spells from scrolls, and I have even given some blank scrolls to them, but no success.

Am I doing something wrong?
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Matt Fletcher
 
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Post » Fri Nov 20, 2009 3:05 am

For those unaware:

There are four handy utility mods for Companions:

Set Essential Actors Plus - which does more than the name implies, it allows you to set the rumor status on NPCs, thus allowing you to recruit CM NPC's with CS&R. This is done ingame with a spell.

Companion Mark and Recall - Which allows you to tell your partners to wait. Then you can summon them. Handy for when the AI isn't up to the task at hand. Like using P-Froggy's Wall Climbing to scale a sheer wall. Once you get to the top, you summon them.

Companion School - Allows you to teach skills to Companions and Learn skills from them. Handy. It doesn't work well with timescale mods, so you just modify it to not jump ahead in time after each lesson. Otherwise no problems.

Teach Spell to Others - Allows you to teach NPCs spells that you know.

I'm surprised that makers of Companion mods do not automatically list these mods along with their Companion. Seems like it would make things work a lot smoother.

Have fun!
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m Gardner
 
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Post » Thu Nov 19, 2009 7:06 pm

Set Essential Actors Plus also allows you to change respawn status, so it allows you to recruit guards permanently.
You can also set an NPC as a quest item, eliminating inventory reset when exiting oblivion gates.
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FABIAN RUIZ
 
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Post » Thu Nov 19, 2009 3:48 pm

Whats good

I can recruit anybody, its brilliant

Whats bad

When a member dies they loose all their stuff, it dissapeares POOF
If i want to share with someone who is summoned bound armour it crashes
This doesnt seem to be compatible with OOO, it crashed when i ran the two
This mod seems to cause CTD - no idea why
Some orders don't seem to work, dunno why.

I have OBSE 17a and Oblivion is patched up to the latest one. I like this mod, but this mod does crash a lot.
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lauren cleaves
 
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Post » Thu Nov 19, 2009 4:38 pm

Set Essential Actors Plus also allows you to change respawn status, so it allows you to recruit guards permanently.
You can also set an NPC as a quest item, eliminating inventory reset when exiting oblivion gates.


I can't get that mod to work. Whenever I exit an Oblivion plane my companions inventories get reseted. I downloaded and installed Set Essential Actors Plus and marked my followers as quest items, but I end with the same results. Any other idea about that?
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Ryan Lutz
 
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Post » Fri Nov 20, 2009 5:23 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1010286
theres links in this thread to a japanese mod which seems to have a number of features TSS doesnt have.
Its also much more stable.
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Jordyn Youngman
 
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Post » Thu Nov 19, 2009 8:15 pm

That japanese mod did not solve my problem, besides it is very immersion-breaking.

Set Essential Actors Plus did not work either. My companions return to their former state when closing Oblivion Gates. Too bad. :(
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sam
 
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Post » Thu Nov 19, 2009 1:42 pm

Hm, he might just have a script on him that conflicts with my mod's stuff. Not a great deal I can do about that I'm afraid.
W.r.t. learning/unlearning spells, they can only unlearn spells added, due to restrictions in the spell functions. I can't read/remove default spells.
W.r.t. oblivion gates, the best way to handle it is to set a meeting point just outside the gate, order them to go there, then wait a few hours before closing. Detecting when a gate's closing to handle moving companions out is a bit hard to do, or was with the functions available when I wrote CSR.

Riveon: TESNexus randomly removes files from my entries. It disabled comments on CSR a couple of years back and I can't switch 'em back on.

undeaddragon: It shouldn't let you share with someone with bound armour, I swear to god there's a line of code in stopping that.
W.r.t. people losing their items, that's certainly not in by default. Which NPCs are you recruiting?
It's compatible with OOO, I use this and OOO. NPCs altered by OOO which cause compatibility issues when recruited though- if you've got one recruited then activate OOO the changes to the NPC may cause a CTD.
Orders not working is possibly down to NPCs being too busy to execute them, or busy timing out on old orders.
CTDs in gameplay are only fixable if I know what's causing them, so a bit more feedback would be helpful.

NRN_R_Sumo1: I can't fix bugs no-one tells me about. If you want CSR to be more stable, provide useful, detailed crash reports.
That mod isn't really the same kind of thing in any case- the core of CSR v3 are the orders and party system, that's CSR c.a. 2007 with Companion Postal Service folded in.
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Amanda Furtado
 
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Post » Fri Nov 20, 2009 1:51 am

Yes!

That worked. I had tried it before, but without waiting... My companions are where I told them to wait with all his equipment, after sleeping 8 hours before closing the gate.

Thanks, TTT, I love your mod and I do not want to change it. :)

P.S.: I want this mod to get better and better. How can I provide you with those detailed crash reports? I say that because I do not know if there is some console debugging I must do or it is only a detailed description of what I was doing, where, with whom, etc...
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Tamara Dost
 
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Post » Thu Nov 19, 2009 2:31 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=1010286
theres links in this thread to a japanese mod which seems to have a number of features TSS doesnt have.
Its also much more stable.


Don't you think this post lacks tact? Don't be rude.

T3: I hope I'm not re-addressing an already addressed issue, but have you checked out the "crash on hit" issue? This crash occured whenever one of my companions died/got hit.
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Sunny Under
 
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