[RELZ] Companion Share & Recruit v3

Post » Thu Nov 19, 2009 8:14 pm

Do companions level with you with this mod, or are they static?
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Stephanie Valentine
 
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Post » Thu Nov 19, 2009 8:12 pm

Would this be compatible with CM Partners?

What I mean is, will CS&R override the CM Partners recruitment system?
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Dustin Brown
 
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Post » Thu Nov 19, 2009 5:32 pm

I sometimes use a mixed party of CM Partners, CS&R Partners, and custom partners (Rhianna, Sonia, etc). Haven't run into problems from the mix.

As to the "Are partners static" issue, they keep whatever level offset they have. So, a recruited NPC who is always 4th level (many peasants) won't gain any levels, but a recruited NPC who's always your level +X will keep leveling up as you do.
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Camden Unglesbee
 
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Post » Thu Nov 19, 2009 11:42 am

I sometimes use a mixed party of CM Partners, CS&R Partners, and custom partners (Rhianna, Sonia, etc). Haven't run into problems from the mix.

As to the "Are partners static" issue, they keep whatever level offset they have. So, a recruited NPC who is always 4th level (many peasants) won't gain any levels, but a recruited NPC who's always your level +X will keep leveling up as you do.


How do I figure out what levels the NPCs I'm recruiting are, and which ones will level with me?

Also, I'm using Oblivion XP. They don't level to match my actual level, they level based on my skills, correct?
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Grace Francis
 
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Post » Thu Nov 19, 2009 10:32 am

Never used Oblivion XP, so I don't know.

As to finding out the NPCs level, qsk for their Stats using CS&R. They'll tell you if they're a Novice, Apprentice, Journeyman, Expert, or Master [Class Name]; that will tell you what you need to know when recruiting them. If your primary skills are around Expert level and they're still Novices, you can always dismiss them and recruit someone else.
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Stephanie Nieves
 
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Post » Thu Nov 19, 2009 1:30 pm

Never used Oblivion XP, so I don't know.

As to finding out the NPCs level, qsk for their Stats using CS&R. They'll tell you if they're a Novice, Apprentice, Journeyman, Expert, or Master [Class Name]; that will tell you what you need to know when recruiting them. If your primary skills are around Expert level and they're still Novices, you can always dismiss them and recruit someone else.


Is there a level range for each rank (Novice, Apprentice, etc.)?
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Ladymorphine
 
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Post » Thu Nov 19, 2009 11:44 am

WowTalkie, I wouldn't respond either...some people are never pleased.../sad
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Tamara Primo
 
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Post » Thu Nov 19, 2009 9:24 pm

So to recruit people you only have to persuade them? Or do you have to pay them too? It would have been a nice feature if you have to pay them...Like hire people for rent, know what I mean? I have so much monies, I need to use them for something lol

Also, can you "design" your own companions with this mod, or do you only use existing people?
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:)Colleenn
 
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Post » Thu Nov 19, 2009 4:59 pm

Is there a level range for each rank (Novice, Apprentice, etc.)?

Not entirely sure. I think it's Novice 1-5, Apprentice 6-10, Journeyman 11-15, Expert 16-20, and Master 20+, based on levels listed in the CS.
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kirsty williams
 
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Post » Thu Nov 19, 2009 2:36 pm

So to recruit people you only have to persuade them? Or do you have to pay them too? It would have been a nice feature if you have to pay them...Like hire people for rent, know what I mean? I have so much monies, I need to use them for something lol

Also, can you "design" your own companions with this mod, or do you only use existing people?


If you are unable to persuade them to a level where they'll join you, you can pay them in addition (I guess)... The point is that they have to like you to a certain extent before they will join you. You can also hire some people - the blackwood company for instance... If you are a member of the fighters guild you can recruit people with lower rank than you, so by rising in rank in the FG you can get som fairly decent side-kicks. Modreyn is lvl 40 if I remember correctly.

The mod facilitates designing your own companions through the "TSS Custom Companion Template.esp" furthermore there is a lot of mods that provide custom companions for CSR. May I suggest actually reading the readme-file, and perhaps even downloading the mod in order to find out these things? Sort of a RTF-thingie...
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scorpion972
 
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Post » Thu Nov 19, 2009 10:05 pm

I really like this mod but there one thing that irritades me. When I talk to NPCs for the first time they usually give some info about who they are. Because of the guild bodyguard hireing guild members just tell me some info on bodyguards and I never get to hear their story.
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Chris BEvan
 
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Post » Thu Nov 19, 2009 10:14 pm

I really like this mod but there one thing that irritades me. When I talk to NPCs for the first time they usually give some info about who they are. Because of the guild bodyguard hireing guild members just tell me some info on bodyguards and I never get to hear their story.


If you look further back in this thread you will find a similar complaint. What you CAN do is to disable the guild thingie, and just recruit guild members as regular people. It can be kinda an exploit though as that (probably) will allow you to hire Azzan or Modreyn as companions at lvl 1 if you wish to. The are lvl 25 and 40 respectively so...

EDIT: Expolit is a nice word but what I meant was exploit...
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April
 
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Post » Thu Nov 19, 2009 6:13 am

It seems that I should remove factions.esp but how do I do it since it's not an actual esp file?
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Jessica Lloyd
 
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Post » Thu Nov 19, 2009 6:51 am

It seems that I should remove factions.esp but how do I do it since it's not an actual esp file?


Hmmm, well I haven't bothered to go back in the thread and check what it says :P But if you say it says factions.esp than it probably does. I guess it is just short for: "Toaster Says Share Faction Recruitment.esp" which you should have... From what I can tell that is the file that allows for the faction-based recruitment. Regular companion recruitment should work without it (I think, never tried it - I like the faction thing)... Try disabling it in obmm or wrye or whatever you use to handle mods and se if it works.
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Emmi Coolahan
 
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Post » Thu Nov 19, 2009 3:15 pm

Will this work with Mod-introduced NPCs? i intend to someday add my own NPCs, and i'd like to be able to recruit a few of them.

Man, i can just imagine recruiting a bunch of imperial guards then leading the mini-army of guards into a oblivion gate once i get a better PSU...God, this is going to be SO FRICKING AWESOME!
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CArla HOlbert
 
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Post » Thu Nov 19, 2009 2:13 pm

Yeah, you can make your own NPC's in the CS and then recruit them, just be sure they have rumors checked. You can also recruit bandits, marauders, necromancers and even vampires if you can stop them from attacking you. But don't put anything in their inventory since respanwing generic NPC's like that have their inventories reset every three days.
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Irmacuba
 
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Post » Thu Nov 19, 2009 11:37 am

Hmmm, well I haven't bothered to go back in the thread and check what it says :P But if you say it says factions.esp than it probably does. I guess it is just short for: "Toaster Says Share Faction Recruitment.esp" which you should have... From what I can tell that is the file that allows for the faction-based recruitment. Regular companion recruitment should work without it (I think, never tried it - I like the faction thing)... Try disabling it in obmm or wrye or whatever you use to handle mods and se if it works.


I found it :D Disabling "factions.esp" meant that I just use the .esm file.
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Sammi Jones
 
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Post » Thu Nov 19, 2009 6:54 am

is this mod compatible with cm partners mod? any other compatibility issues? i assume its ok to hire recruit guards just as long as you dont interact with them too much like sharing stuff, i juts like to use him as security for certain situations, no sharing of things
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sara OMAR
 
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Post » Thu Nov 19, 2009 7:52 am

I'm just introduced into this mod and I'm really liking it.

Combined with Persuasion overhaul, it is really a new experience, and in the FCOM world it can be real helpful in the beginning.

Thanks. :)
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kristy dunn
 
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Post » Thu Nov 19, 2009 2:01 pm

I like this mod. It's fun dressing up the waterfront people with nice cloths and expensive weapons.
They grin like cray when you take their crappy suff and replace it with the good stuff. :)
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Benito Martinez
 
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Post » Thu Nov 19, 2009 4:30 pm

sometimes my companions do not engage in battle...i always put the atack on sight behaviour... solution??

ps: sorry my english!
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Antonio Gigliotta
 
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Post » Thu Nov 19, 2009 2:46 pm

sometimes my companions do not engage in battle...i always put the atack on sight behaviour... solution??

ps: sorry my english!

there's a limit to how many npcs can be in combat at one time. it's a 'nilla feature/bug
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Nauty
 
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Post » Thu Nov 19, 2009 4:39 pm

I really liked the older versions and I recently got back into oblivion and got the new version but I am having the same problem as well but the thing is that it was only me my two companions and a bandit, after I released them they freaked out and started to look for enemies which didn't exist (I looked, even used a self created helmet with detect life and found nothing, I was on the path to Battle Horn Castle). Also I was wondering if Durin Shall and the other generals would be seeing some combat in the future (To make it fair for enemies have when they die they can't be looted and respawn at the inn in the Imperial city where they used to go, their bodies disapear when you leave the cell). My favourite part of the mod was the generals it seperated you from the normal people you used as recuits kind of like how the boss hires a manager as a link from regular employee to the boss.
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Far'ed K.G.h.m
 
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Post » Thu Nov 19, 2009 9:38 pm

I like this mod. It's fun dressing up the waterfront people with nice cloths and expensive weapons.
They grin like cray when you take their crappy suff and replace it with the good stuff. :)

I did somthing similar, i went around replacing guards armor with Mythic Dawn outfits. I fell like a missionary going around converting hethens.

Respawning and non-persistent NPCs, like guards, bandits, necromancers and basically anything else that doesn't have a name, don't work properly. You'll see a message notifying you when you try to recruit one. Their inventories and orders get reset when you leave their cell, or fast travel. This can cause some pretty major problems if you just gave them an important or valuable item, so that's not advised. There is no way to fix this.

Would adding the aaaDifferentMenu item to these types of NPC's completely remove the "friend" topic from them, or does the item only prevent them from being recruited?
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jesse villaneda
 
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Post » Thu Nov 19, 2009 8:50 pm

This is an awesome mod! I am having a problem though, if anyone out there has a solution, I'd appreciate it. I can't get my companions to mount a horse. I press the action button, click on a horse and in the top left of the screen it says Horse stolen! but then my companion just stands there. Any thoughts?
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Claire
 
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