[RELZ] Companion Share & Recruit v3

Post » Thu Nov 19, 2009 1:47 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?

maybe your companions don't like to ride second hand horses? I really have no idea.
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Fiori Pra
 
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Post » Thu Nov 19, 2009 8:14 am

maybe your companions don't like to ride second hand horses? I really have no idea.



Haha, i'd get them some new H3's but with gas prices these days, yeesh :wacko: but is anyone else having this problem?
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Devils Cheek
 
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Post » Thu Nov 19, 2009 8:23 pm

Horses are a bit silly, try instructing your companion to get on one, then you yourself get on one, and ride away.

Be more concerned with the fact they'll get off if they see a foe, and either attack, or run after you, depending on their behaviour.
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Mandi Norton
 
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Post » Fri Nov 20, 2009 12:40 am

First of all, let me just say that, Toaster, this is one of the best mods I have ever used.
It's not only made OOO Far more enjoyable, but the fact that you can sort of 'steal' NPCs adds a lot to role playing.
And you have to pick and choose, and befriend who you want to join you.

Which leads me to my report here:
I just started a new character, mage and joined the mage guild. Now, I have the Kajiit Alchemist from Leyawin, however when he has a conjured bound weapon or armor, the game will freeze on inventory share. Just thought I would bring that up, I didn't see anything on this anywhere. :D If there is already a solution, please point me in the right direction.

p.s.
The horse idea is great.
What if instead of manually changing behavior, when you put a NPC on a horse their behavior automatically turns to just follow, no combat?
:D

Regards,
Dart Striker
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NO suckers In Here
 
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Post » Thu Nov 19, 2009 8:36 pm

Anytime i enter combat, my companion runs off. ive tried setting different behaviours but they just flee. anything specific that causes this?
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Christina Trayler
 
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Post » Thu Nov 19, 2009 3:59 pm

It's most likely due to low Aggression or high Disposition with what you're fighting. For example, there are a few NPC's, like Amusei have zero Aggression, which means they won't ever fight, even in self-defense. I think there's a console command for changing Aggression, though I don't really know it. Try this one:

setav aggression 5

Five is a good number, because it means NPC's won't readily attack unless provoked. A value greater than five will mean that they will attack NPC's with low Disposition, even if they were never hostile in the first place.

It could be that your partner is under a demoralize spell, or perhaps his responsibility and infamy were both so low that they would never attack fellow evaders of the law, even in self-defense..?

Try casting a Rally spell and see if that fixes things. Maybe enchant a piece of armor with Rally and give it to the NPC? :P

Something like that happened to me as well, though I never fixed it. I quit after that incident, but not because of it.
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KIng James
 
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Post » Thu Nov 19, 2009 10:17 am

Hi there...

I tried this mod, and liked it very much. In Chorrol, I "hired" Honditar and Lum gro-Baroth to go to Kvatch with me, and do both quests there (closing the Oblivion gate and getting the town rid of the remaining Daedra). They responded very well, using better armor I gave them, and better weapons. I noticed Honditar using Heal potions as well. The only bug I found, is their mouths. After doing "companion stuff" for a while, whenever you ask about rumors (in which they have voice, in opposite of the "companion dialogues") in looks like the unmoving mouth gets overlayed on the moving one, causing a 2 mouths visual bug.

Other bug I found, is a sound bug. After installing the mod, whenever I get off the horse, or when I press the "order" key, or at random times, there's a high "battering ram" like sound, very loud, with a very low frequency and very annoying :(

I uninstalled the mod just because of it :( And the sound has stopped, fortunately ;) Any idea what exactly is causing it?

Anyways, congratulations and thanks for the great mod guys!
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Josh Dagreat
 
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Post » Thu Nov 19, 2009 11:19 am

Hi there...

I tried this mod, and liked it very much. In Chorrol, I "hired" Honditar and Lum gro-Baroth to go to Kvatch with me, and do both quests there (closing the Oblivion gate and getting the town rid of the remaining Daedra). They responded very well, using better armor I gave them, and better weapons. I noticed Honditar using Heal potions as well. The only bug I found, is their mouths. After doing "companion stuff" for a while, whenever you ask about rumors (in which they have voice, in opposite of the "companion dialogues") in looks like the unmoving mouth gets overlayed on the moving one, causing a 2 mouths visual bug.

Other bug I found, is a sound bug. After installing the mod, whenever I get off the horse, or when I press the "order" key, or at random times, there's a high "battering ram" like sound, very loud, with a very low frequency and very annoying :(

I uninstalled the mod just because of it :( And the sound has stopped, fortunately ;) Any idea what exactly is causing it?

Anyways, congratulations and thanks for the great mod guys!


That's not a bug of this mod but of Oblivion itself. The Unofficial Oblivion Patch adds a spell that fixes it when you cast it in your companions.
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Destinyscharm
 
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Post » Thu Nov 19, 2009 6:35 pm

Oh yeah, the spell to fix the double-faced NPC's... completely forgot about it, my bad!

What about the sound bug? It's probably related to the mod, as it disappeared after I removed the mod...
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Lance Vannortwick
 
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Post » Thu Nov 19, 2009 11:12 pm

bump... anyone?
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Calum Campbell
 
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Post » Fri Nov 20, 2009 12:41 am

That's an incredibly common bug caused by mods which edit the Script Effect magic effect, but don't remove the sound from it. Anyone who does this shoud be shot on sight for giving me and other scripters so much hassle. Look for a script effect silencer mod on Nexus to fix it.
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Mariana
 
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Post » Thu Nov 19, 2009 2:04 pm

None of the people I recruit will attack anything. They follow me but then just stand there and do nothing when I get attacked by monsters/guards. Why is this happening?
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KU Fint
 
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Post » Fri Nov 20, 2009 12:16 am

Depends on their confidence, what factions they're in, their disposition... basically you do actually need to provide *some* information if you want me to help, like who they are, where the fight's occuring, who they're attacking, and so on.
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ashleigh bryden
 
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Post » Thu Nov 19, 2009 1:05 pm

That's an incredibly common bug caused by mods which edit the Script Effect magic effect, but don't remove the sound from it. Anyone who does this shoud be shot on sight for giving me and other scripters so much hassle. Look for a script effect silencer mod on Nexus to fix it.


Thanks! That has been troubling me for a long time! Finally, no more that low booom.
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Deon Knight
 
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Post » Thu Nov 19, 2009 1:20 pm

Depends on their confidence, what factions they're in, their disposition... basically you do actually need to provide *some* information if you want me to help, like who they are, where the fight's occuring, who they're attacking, and so on.


With the exception of town guards , every other NPCs I recruit will not attack anything. The fight could be occurring anywhere from towns to caves, they just stand there and do nothing. I even made sure they were in aggressive mode.

EDIT: Problem solved, I thought I had OBSE running when I didn't.
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Justin
 
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Post » Thu Nov 19, 2009 4:08 pm

I have a problem. I cannot access my recruited characters inventories. I click on "share" but nothing happens. How can I fix this?
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saxon
 
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Post » Thu Nov 19, 2009 9:00 pm

God.
I've used this mod for over....well, since v1. I love it.

Great work Talkie!

I just thought after everyone having problems with it, maybe you could use a few good solid compliments to lighten the load :)

Seriously though, this is probably in my top 5 of all time.

EDIT: Sorry bro, I don't know how to fix the share menu problem...had it for a while, then reinstalled mine and it disappeared.
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April
 
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Post » Thu Nov 19, 2009 7:04 pm

I dunno if this has already been covered, but is there any way to limit the scope of recruitable NPC's to just those that you choose instead of everyone that has a rumors tag? I am kind of new to modding Oblivion, but I am trying to make a mod where you can clear out an Ayleid ruin and make it your home. Then you can recruit certain NPC's to come and live in your house with you and guard and take care of it. But I don't want to be able to recruit everyone in the game. Just a few people I have placed throughout the realm. If anyone could point me to a tutorial or something for that I would sure appreciate it. Thanx. http://www.gamesas.com/bgsforums/style_images/bgsdark/folder_post_icons/icon1.gif
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Victoria Vasileva
 
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Post » Fri Nov 20, 2009 2:28 am

Please forgive me if I am just overlooking something, but how do you get your companions to ride a horse at all? I haven't found a command for them to do so.
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Jessica Nash
 
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Post » Thu Nov 19, 2009 5:40 pm

Sera, it sounds like CM Partners is more your thing, though you could have a fish through the scripts - the rumours test is probably a single line.
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quinnnn
 
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Post » Fri Nov 20, 2009 1:27 am

Please forgive me if I am just overlooking something, but how do you get your companions to ride a horse at all? I haven't found a command for them to do so.



OOOKKAAYYYY!!!! I get it now :P

I read the dang Readme ... I swear!... A couple times. It just didn't click!

The order button that you picked when it loaded is the trick. Doh!
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Jack Moves
 
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Post » Fri Nov 20, 2009 12:19 am

I have a problem. I cannot access my recruited characters inventories. I click on "share" but nothing happens. How can I fix this?
Make absolutely sure you're running Oblivion through OBSE.

Neo Matrix: Thanks for the support :).

Seraphaenya: What you want doesn't really have anything to do with CSR. CSR is designed and built around having NPC parties accompany you; if you just want to talk to specific preset NPCs and have them go to a certain location to guard it then you should be using AI packages to that effect conditionalised on something you set during dialogue with them. For example, you could give them a "Wander, location: My House, condition: IsInFaction RecruitedGuards" package and a "Wander, location: Bruma" package, then have a dialogue line like "Would you like to guard my house?" which adds them to the RecruitedGuards faction then tells them to reevaluate their AI package so they'll walk from Bruma to your house to guard it.

CSR does support dependent mods adding alternate recruitment methods (so you can add new NPCs you can't recruit through the Friends menu but can recruit through gameplay), but doesn't support disabling everything *but* those recruitment methods as that'd screw over other mods that are dependent on CSR.
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Steven Nicholson
 
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Post » Thu Nov 19, 2009 1:53 pm

OK... Well thanks Toaster and Phoshi for your replies... maybe I should just make it harder to recruit other people and easier for my added NPC's. Can I do that? I do like this mod and I have often wondered why I wouldn't be able to hire some of the guild members of the various guilds once I became a master and it makes sense that you could. However, especially in the fighter's guild and the Hand, do you actually pay guild members money to follow you, and if it doesn't can you make it that way... hiring mercs and guild members and actually having to pay them sounds cool. Sorry for being such a new player... like I said, I just started trying to do mods and I do appreciate the feed back to my n00bie questions. http://www.gamesas.com/bgsforums/style_images/bgsdark/folder_post_icons/icon4.gif
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Roddy
 
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Post » Thu Nov 19, 2009 6:30 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?
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Josee Leach
 
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Post » Thu Nov 19, 2009 9:01 pm

Make absolutely sure you're running Oblivion through OBSE.


I do. I start Oblivion by double-clicking on the OBSE.exe file. but nothing happens like it's supposed to. Any ideas?
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roxxii lenaghan
 
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