[RELZ] Companion Share & Recruit v3

Post » Thu Nov 19, 2009 1:11 pm

Well, I was somewhat late in making the new one, but people have PMed me to remind me.

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Companion Share/Recruit is back again! This time with a shiny new OBSE version, containing a vast range of improvements and additions!
http://tesnexus.com/files/file.php?id=3066

The basic purpose of this mod- to allow you to recruit any NPC to follow and assist you, and to let you access and change their inventories. Yes, any NPC, from Martin, to the town guard, to the beggars on the streets. All you need is a good disposition to them. Having them follow you around is just the beginning though...

The remake is designed to make fielding a varied and balanced adventuring party, like the traditional D&D group, more rewarding- each NPC type has a role to play, and can use their skills to aid you. You can give context orders by holding use and tapping left-click, and the NPCs following you will do their best to fulfill them (if they have the skills). What they do depends on what you're looking at.
If it's... (for videos, click on the descriptions below)
  • http://youtube.com/watch?v=wd-_T_qGUP0- A party member with enough lockpicks and security as a major, or with alteration as a major and high enough, will go and unlock it for you.
  • http://youtube.com/watch?v=wd-_T_qGUP0- A party member will head to it and loot its contents.
  • http://youtube.com/watch?v=W5i5j8Y0xpM- A party member with Sneak as a major will pickpocket them, opening the pickpocket window.
  • http://youtube.com/watch?v=zE1Hxn3pyII- A party member with Sneak as a major will attempt to sneak-attack them.
  • http://youtube.com/watch?v=zE1Hxn3pyII- A party member will switch combat target to them.
  • http://youtube.com/watch?v=hyhLSRIyLHY- A party member with restoration as a major, and under orders to heal in combat, will drop out of combat and heal them.
  • http://youtube.com/watch?v=hyhLSRIyLHY- Party members with Armourer and Restoration will heal and repair the NPC to tip top condition (assuming you've got enough repair hammers).
  • A party member waiting for you- Orders them to start following you (slightly quicker than asking them through dialogue).

If you're out of combat, http://youtube.com/watch?v=B6fRv4VgMtU designed to help clean up after combat, it automates the above orders, so they'll loot any corpses and heal and repair each other (and yourself). With these features you can roll through a dungeon with your adventuring team, with the minimum of micromanagement.

You can order your followers to brew potions, harvest plants, http://youtube.com/watch?v=CYeTI3edWSw, bodyguard others, meet you at various points across Cyrodil or even at places you define.

For those you haven't recruited, http://youtube.com/watch?v=coMnYzv5nm0 and change their disposition based on the value of the item, compared to their clothing at least. Handing a beggar a new pair of shoes or a few apples will make you a friend for life, but a cyrodillic noble be unimpressed with anything less than heaps of the finest jewels and rare weaponry. If you get an to consider you his friend, http://www.youtube.com/watch?v=kmZwmLue6E0 although taking stuff causes disposition changes just like giving stuff, but in reverse. Strip a noble to his pants and he'll be furious. So you've got to give a little to take a little. If you take too much, it'll take some persuasion or a few gifts to get them to let you borrow things again.

So there you go, get out there, assemble your army, and save/conquer/ignore Cyrodil! Questions, comments, suggestions in this thread if you please!
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Anna Beattie
 
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Post » Wed Nov 18, 2009 9:32 pm

nice, thanx for the update.

only... there is no 'TESSource' for quite a while now ;) .
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Brooke Turner
 
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Post » Wed Nov 18, 2009 8:58 pm

Good point, I keep the opening post in a text file that I haven't updated since I wrote it :P.
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Veronica Flores
 
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Post » Thu Nov 19, 2009 10:56 am

They'll just say it the next time you greet them. I need to use the greeting to add the correct factions to them before you could possibly recruit them- otherwise, if you tried to recruit them before selecting the topic you suggest, they'd end up somewhat broken.
New thread is up anyway.


TTT, thanks for your answer in the other thread. I was under the impression that they never introduced themselves, but I'll double-check.
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Carolyne Bolt
 
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Post » Wed Nov 18, 2009 9:16 pm

Hey Talkie, would it be possible for you to include an item you can spawn and give to your companions from other mods like Viconia, so that they will listen to orders WITHOUT having to screw up their dialogue.

is it also at all possible to give them default voices for your menus? It doesnt have to be perfect but it unnerves me when they just blankly stare at you, lips unmoving.
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Brad Johnson
 
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Post » Thu Nov 19, 2009 5:27 am

I'm having an issue with CTD when companions are hit during combat. Does anyone else have the problem and/or know the cause? Is it anything to do with Deadly Reflexes?
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Your Mum
 
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Post » Thu Nov 19, 2009 9:57 am

Is it possible to have companions share their equipment between themselves so you don't have to go and take 1 person's stuff and place it into another person manually?
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Kelly Tomlinson
 
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Post » Thu Nov 19, 2009 10:15 am

Just a question - 65 disposition seems low to me personally for someone to basically be your slave - so if I wanted to adjust it, would it work to just go into filtered dialogue and change the disposition minimums? I don't want to do something that upsets the rest of the system.

And question 2 - I noticed the party faction sets were maxed out to 255. Is lowering them okay? The effect I'd be trying to achieve is say, you recruit them and then go on a murder rampage and your infamy skyrockets to the point their (unmodified) disposition would unfriend them the next time you talked to them. ...Or, given some weird fluctuating circumstance, your mega evil companion decides he/she wants to start attacking the rest of your party. Will that break anything?

Actually, I may have figured my own answer since I haven't seen anything that removes party token except by player request (and death). If I added a filtered dialogue prompted by target that removed it if their disposition fell to "disposition-faction bonus<=min disposition for recruitment", would that work?

Basically the spirit of all this would be to make Personality/Speechcraft the stats of leadership wherein if you're poor at them, your party falls apart much more easily.

EDIT: Or as a more guarded thought for the individual nominating to no longer adventure with you, set the above, but put a distance cap in case you told them to wait somewhere.

EDIT2: By the way, I love the mod! Much props to TheTalkieToaster!
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SEXY QUEEN
 
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Post » Thu Nov 19, 2009 2:11 pm

I've been enjoying this mod for a long time now. There are a couple of things that I'd like to see added to it.

I recruited Mazoga and was running around killing stuff, and it kind of bothered me that she kept on screaming "Such violence! Can't we settle this peacefully?" She was saying it so quickly that she would interrupt herself to say it again. Anyway it did seem "out of character." I don't know much about dealing with dialogue, but I wonder if it's possible to make companions less pvssyry in this regard.

The second thing that could be improved is companions running off and dying and the fact that you can't really bring companions into a lot of dungeons combined with deadlier trap mods. I don't know if it's possible, but I wonder if there's a way to prevent companions from dying to traps, maybe with the SetGhost function and possibly displaying some sort of dodge animation to explain how they live though spikes etc. What immediately seems tricky if not impossible is detecting when to use the SetGhost function. The other thing I wonder about is if it would be a good idea to set companions to essential when they wander too far away from the player. (If they're not already).

The third thing has to do with companions reporting crimes. Maybe you could lower their responsibility temporarily? I know it could be considered a positive leaving responsibility the way it is - if you want a companion who doesn't report crimes you choose someone who doesn't normally do so. But it seems like my personal slaves would be willing to overlook the occasional bad deed for my sake, even if they normally would report others' crimes.

Anyway, I can tell you're something of a perfectionist - or you wouldn't have written Companion Share and Recruit again from scratch at least once. So, I figured I'd toss my two cents in and see what you think.

Cheers!

Edit: Another question. It seems like companions will chug healing potions rapidly even if another mod has changed them to heal slowly over time. I've looked through the mod in the CS and it kind of goes over my head. I wonder if you could direct me to the script that manages potions?
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Channing
 
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Post » Thu Nov 19, 2009 4:31 am

Your awesome Takie :D I can't tell you how much your mod improves my rpging . I dont abuse it . But it adds much needed depth and there are a few npcs I'm sweet on , so now I keep them safe in my castle :D lol
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Je suis
 
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Post » Thu Nov 19, 2009 5:46 am

I just have a small request. I've read that some mods that allow access to NPC/companion inventories can cause savegame bloating. Please, good Sir Toaster, tell me this isn't the case for your mod! :)

Oh, and thank you for all of your mods... especially Adrenaline Fueled Combat/Locational Damage!
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natalie mccormick
 
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Post » Thu Nov 19, 2009 12:44 am

I just have a small request. I've read that some mods that allow access to NPC/companion inventories can cause savegame bloating. Please, good Sir Toaster, tell me this isn't the case for your mod! :)

Oh, and thank you for all of your mods... especially Adrenaline Fueled Combat/Locational Damage!


Its not ture . I had a 190 hours in with my game . No problems .
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Karine laverre
 
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Post » Thu Nov 19, 2009 1:54 pm

Its not ture . I had a 190 hours in with my game . No problems .


Ah, thank you... I'm glad to hear! :)
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Samantha Pattison
 
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Post » Thu Nov 19, 2009 11:23 am

Great mod! Thanks so much!

I went down to the Priory of the Nine with the intention of collecting my knights, but found that none of them have the "friend" option, even though the blacksmith does. Is this caused by the the game allowing me to recruit the knights already? Sorry if this has shown up in an earlier thread, as I was unable to find it.
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James Shaw
 
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Post » Thu Nov 19, 2009 1:03 am

O.K. -This might seem like a negative post but the fact is that I love this mod. I think it is the most immersion-adding mod available apart from the huge re-build mods. Oscuro's, FCOM etc... For it's size this is awesome. It addresses one of Oblivions main issues – the lack of immersion; what's the point of being the boss of the fighters, or even the Arch-Mage, if it is just a title and nothing else. So over to my comments, questions, and perhaps rfc's:

I am currently using version 3.2.1 but from the change log I can't see that any of these issues are addressed (I am running Oscuro's OO):

1)Squad “lost/stuck”: My first squad is “stuck” in Vindasel; it is empty – no-one leads it and it has no members, but it shows up on the map and if I try to assign someone to it they will run to that point and I can't find a way to fix it. The squad was in use once – but I knew I was going to kill the squad leader in a quest so I fired him first (there were no other members of the squad), and perhaps even more strange – he never went to Vindasel with me. Do you know what causes this and is it possible to fix this in my game?

2)Horse: – when there's a lack of horses there is a tendency that one of my squaddies takes my horse (particularly Modryn) I'd like the option to tell him to get the hell off my horse ;).

3)Dialogue: I have a problem with the dialogue in the Mages guild: It seems that they keep addressing me with the rank I had when I started using the mod: So now that I am the awe-inspiring Arch-Mage they keep saying “Well associate, been off to another field expedition?” Minor – but I'd love to see it fixed.

4)“Inherited behavior”: If I sneak those following me also sneaks – great feature!! However if I sneak and am followed by a squad leader he sneaks, but his men don't. Is it possible to fix this behavior? I've also experienced a few times that Azzan has gotten stuck in sneak mode (Azzan is my primary side-kick), but it seem that going in and out of this mode whilst sheeting/un-sheeting my weapon causes him to “snap out of it”.

5)General comments – suggestions: This mod is great, but it demands a lot of self-control as it is very exploitable. The “worst” thing is that as long as you bother to chit-chat a little with someone you can take their house key... Second; I read somewhere that you use the value of their clothes as the baseline for what they are willing to lend out or not – and that seems to work. I tried to take a mage's staff wort “a zillion” (OOO – remember) and he told me to go and sit on a... yet – this lending feature seems to lenient, you can easily take someones clothes of their back. I did just that with the aforementioned mage, and I got my self some nice curiass in the same way – he did not care much for me after that but so what – I got the armor and he's a nobody in Anvil and I'll never have to deal with him again.

But the mother of all exploits are probably that if you recruit some one you can take ALL their belongings and then fire them (got me a full blackwood armor that way)... But I guess this last one is hard to mend – I mean, I have to take someones armor from them to repair it. Is it possible to create a feature where a companion who is fired demands to be left with values equaling what he had when he was recruited. Kinda an “companion pre-nup”? The feature with the auto-warning if you try to recruit a respawning npc is nice, I personally think it would be okay if you just removed the possibility to recruit those characters altogether. Actually in my, personal, opinion – I think it would be fine if recruitment was limited to guild members, and borrowing was modeled stricter – perhaps taking in to account fame/infamy as well as disposition.

Now as I said before I love this mod and think it's great, so what I have specified are what I perceive as bugs, and then I have listed some of my thoughts on what I think could make it even better. But there is probably a lot of people that don't agree with me. This is just meant as feed-back, positive critique, etc. and NOT as a list of dislikes or disapproval. Thanks for a great mod as it stands today!
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Tanya
 
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Post » Wed Nov 18, 2009 11:01 pm

What's up with Sales and Retail? Is it still a WIP that it's not released?

Great mod, finally I don't feel like a frickin tank. Plus they aren't dumb (well, not as dumb as vanilla companions)


Thank you
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CYCO JO-NATE
 
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Post » Thu Nov 19, 2009 1:06 pm

Is TTT still responding? I know he's on, but it's been aleast a week.
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josie treuberg
 
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Post » Thu Nov 19, 2009 9:25 am

I love this mod! Thanks for sharing, and for all of your hard work!

I do have one question. I made a custom companion, and gave him a low responsibility. For some reason, after so much playing time, his responsibility is up into the 200-300 range. I can't figure out why it's happening. I do getav when he starts complaining about being attacked. Any ideas?

I know you mentioned possibly putting a responsibility drain on companions in the future. How does one do that?

Thanks!
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OTTO
 
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Post » Thu Nov 19, 2009 12:29 pm

I'm having an issue with CTD when companions are hit during combat. Does anyone else have the problem and/or know the cause? Is it anything to do with Deadly Reflexes?


I have the same problem mate,
I use DR5 as well. Turning off DR does not fix the problem for me.
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My blood
 
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Post » Thu Nov 19, 2009 5:10 am

Is there any way from keeping the disposition of my companions from lowering? When it gets low enough, they start attacking me.
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Rob Smith
 
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Post » Thu Nov 19, 2009 11:52 am

Does "The Talkie Toaster" still work on this?
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Beast Attire
 
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Post » Thu Nov 19, 2009 3:25 pm

I do hope so, as I cannot play without this mod, nor can I with it as it crashes all the time. I hope this can be fixed.
I might try to find an older version to see if that works.
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Naomi Lastname
 
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Post » Thu Nov 19, 2009 6:57 am

Does "The Talkie Toaster" still work on this?


I'm sure he will. He only somewhat recently started this thread. I think he's just taking a break.

If you find an older, working version maybe post a link. I deleted all my old versions.
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Dean
 
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Post » Thu Nov 19, 2009 2:38 am

Yeah, installed this mod a week ago. Noticed that i really can't do anything except campanion share. Meaning share iventory items with them. Also if i "recruit" them or ask one of my fellow guild members to "back me up" they just follow me around and do nothing. Even when i'm in battle they just stand there and watch me. lol All the other commands i tell them to do they don't even do. I ask them about what stats they favorited in and they don't even tell me. Also, when they follow me around they do a very horrible job of it. Alot of the times they run back and forth in a small area so I have to keep them really really close to me so they don't do that. The campanion call spell doesn't even work either. Not to be negative. Maybe i'm doing something wrong...I manually installed it as i do every mod i install. Any help? or is this mod all messed up?

-edit- I seemed to fix somewhat of the problem. I had another version of a companion share i didn't know about and turned it off. He can pick ingredients and form squads. The only thing that doesn't seem to work is that he still can't tell me what his favorite skill he's at, and a NPC gets stuck when i tell him to meet me at a pub in any city. Once he gets to the pub no matter what command i give him he doesn't do anything. Other than that that's about it. Nice mod. I've always had to pop up the command thingy and do the additem # 1 thing or w/e to add item to npc to give them items and what not this is a lot easier. Thanks. Just when i was starting to memorize all the id nunmbers to...0003633f that's a glass helmet. :)

-edit- Seems the call companion still doesn't work at all. Also, my npc gets stuck what i tell him/her to wait. And when i enter a hideout or den/cave what have you he/she doesn't follow me in there. As soon as i enter and i go back out they start walking back to town. And i try to tell them an order and they don't do anything they just keep walking back to town.
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Nicole Elocin
 
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Post » Thu Nov 19, 2009 10:14 am

Is this fully functional for anyone? Disregarding squads and junk like that, does it work as advertised?

I'd like to try it out (and modify the disposition from 65->85 or 90+... and maybe insert a dialogue option run on them to leave you if their disposition falls below 50 (that way they'd leave you before they attacked if they can fall)).

Anyone reporting better results with the newest version?
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Lakyn Ellery
 
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