[RELZ] Companion Share & Recruit v3, Thread 7

Post » Tue May 08, 2012 3:26 pm

I just tried the unofficial patch for companion share and recruirt and still no luck :-(
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Mackenzie
 
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Post » Wed May 09, 2012 2:21 am

Here is my "TSS Custom Companion Template.esp" I'm using to recruit only "PlayerFaction" NPCs:
http://www.megaupload.com/?d=S4891401 (http://www.zshare.net/download/7931812943e5e505/)
for people that dont want "Recruit..." dialog available for any NPC in Tamriel.

use this only with "Toaster Says Share v3.esm" (no other esp).
If you want to recruit a NPC that is not in the Player Faction, then open a console, click on the NPC and enter the command:
SetFactionRank 1DBCD 0

You can also create plugins (what I do) that introduce custom NPCs in the world and that are in the Player Faction.

You can also change PlayerFaction with any other Faction you like.
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Sarah Kim
 
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Post » Tue May 08, 2012 11:25 am

I just thought of two things that I didn't mention before. I thought that there was a quest to do with squads or locating them or something like that ? Well I get no quest at all. The other thing is that when i type into the console 'startquest aaakeyinitialise' nothing happens at all.
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Rudi Carter
 
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Post » Tue May 08, 2012 4:46 pm

I just tested out the squad functions and they don't seem to work for me either :-( I assign companions to a squad. When asked to protect someone they tell me to speak to a character. I do that and choose the bodyguard option but nothing happens ? The squad assigned to be bodyguards keeps following me around instead ?
I really want this mod to work as it looks really good but I'm having so much trouble with it :-(
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M!KkI
 
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Post » Tue May 08, 2012 5:15 pm

I just recruited City Swimmer and note she is level 10. I am only level one at the moment. Is there a way to set it so companions I recruit will level with me if they are at the same level as my pc when I recruit them?

I was trying to find a console command that I could use to do this but I do not think one exists. (A command to target the npc and direct them to level with the character) If there is no way to do this, is there any sort of console command I can use to level up a npc?
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Irmacuba
 
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Post » Wed May 09, 2012 12:47 am

AFAIK, TalkieToaster made this mod back when Bethesda was still making newer patches and I don't think CSR has been updated well enough to work entirely with the newer official patches. I see in the OP that Talkie mentions you can get your companion to sneak attack a hostile. When I try that doesn't work at all. That being said, I'm not sure if Talkie has moved on and is not supporting this mod any longer.
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Dean Ashcroft
 
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Post » Wed May 09, 2012 1:27 am

Can someone explain how call companions work? Do the companions come to the pc in game time or is it supposed to work like a summon spell so they appear within seconds of using call companion?
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maddison
 
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Post » Tue May 08, 2012 4:03 pm

Anyone have a link to a tutorial for creating your own custom NPC to use as your companion :shrug: ?
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ZzZz
 
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Post » Tue May 08, 2012 11:09 am

Excellent mod. Well executed, and it has been instrumental in developing my dual-wield mod, to verify compatibility with companions. I am having only one issue. It isn’t really even a bug, and its easy to locate and reproduce. More a behavior actually…

When the mod is active, it seems to replace the default greeting for every NPC in the game, at least that I can tell. Maybe its just the vanilla characters. Anyway, this is a problem for me as frequently NPC’s will have custom spoken dialogue greetings, and frequently that dialogue will be specific to the stage of a particular quest you might be on, etc. The mages guild people come to mind.

The problem is that ALL of this gets replaced by the generic companion share greetings, which being custom text are silent. I would like to suggest a version that keeps all the same functionality, the same menus, the same dialogue options, but does away with the custom greetings.

Other than that minor inconvenience, I vote 10.10! =)
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Cameron Wood
 
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Post » Tue May 08, 2012 11:04 pm

Hi! This is the best Oblivion companion mod! I really like it's ease of use and the option of fighting side by side with characters you once helped ingame!

Combine this with b3w4r3's "Set Essential Actors Plus" and you can add the rumors topic to NPCs so you can invite them to join you! I really got frustrated when I discovered Jaufree and Baurus didn't have the rumors topic after I completed the main quest. But now they can fight by my side again! (And I didn′t have tested yet, but I think this mod will do the same to the CM partners' custom companions.)

Well. Playing with this mod for a quite long time, I found a bug that affects NPCs with respawning food/drink/potion. Everytime I open their inventories, the respawning item doubles. For example: Henantier's cheese wedge. Because of the bug, he carries now 1k of them! LOL

Is there any way to fix this bug?
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Chris Jones
 
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Post » Tue May 08, 2012 2:02 pm

I see in the OP that Talkie mentions you can get your companion to sneak attack a hostile. When I try that doesn't work at all.
So far this the most noticeable problem I found in CSR: when you sneak and attack enemies your companion sneak and attack too, but he continue sneaking and fighting even if you are no more in sneak mod during the fight. Quite annoying sometimes.
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Justin
 
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Post » Tue May 08, 2012 5:44 pm

Can someone explain how call companions work? Do the companions come to the pc in game time or is it supposed to work like a summon spell so they appear within seconds of using call companion?
Yes, the "Call Companion" lesser power works like a summon spell. It only works when an NPC is following you. If they are waiting or have been dismissed, logically they can't be called to you.

Anyone have a link to a tutorial for creating your own custom NPC to use as your companion :shrug: ?
Well, I don't have a link, but I learned to make mine via a text file/ document that comes with the CM Partners Base mod. That mod comes with a "readme" type file that tells you how to make CM Partners NPCs. I taught myself how to make an NPC through that file.

When the mod is active, it seems to replace the default greeting for every NPC in the game, at least that I can tell. Maybe its just the vanilla characters. Anyway, this is a problem for me as frequently NPC’s will have custom spoken dialogue greetings, and frequently that dialogue will be specific to the stage of a particular quest you might be on, etc. The mages guild people come to mind.

The problem is that ALL of this gets replaced by the generic companion share greetings, which being custom text are silent. I would like to suggest a version that keeps all the same functionality, the same menus, the same dialogue options, but does away with the custom greetings.
I usually work around that by simply dismissing the companion until the needed dialogue exchange is completed. Then just recruit them again.

So far this the most noticeable problem I found in CSR: when you sneak and attack enemies your companion sneak and attack too, but he continue sneaking and fighting even if you are no more in sneak mod during the fight. Quite annoying sometimes.
So when a fight starts after you've been sneaking, you stand back up but your companion remains in the sneaking stance (crouching)? The only instance of this happening to me is when the companion is too far away or the PC is in water. AFAIK, TalkieToaster implemented some companion commands to execute via targeted spells and targeted spells don't work while you're underwater. For some reason these companion commands don't work even when you're only ankle deep in water. :( Yet vanilla targeted spells do.

I can only hope Talkie isn't too busy with his other modding endeavors to polish up this one some more.
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Solène We
 
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Post » Tue May 08, 2012 9:35 pm

Anyone know how to set a different "orders" key?
OR reset the key to another?
My wife accidentally set it as "C" and now whenever she hits the key it only casts magic.

Thanks for the tip about the read me in CM Schmoe, it's helped a lot!
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ILy- Forver
 
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Post » Tue May 08, 2012 11:40 pm

Anyone know how to set a different "orders" key?
OR reset the key to another?
My wife accidentally set it as "C" and now whenever she hits the key it only casts magic.

Thanks for the tip about the read me in CM Schmoe, it's helped a lot!
No prob. For the orders key, I wouldn't be surprised if there are some sort of console commands to rebind it, but unfortunately I don't know. The only work around I can think of is disable CSR, load the save. Say yes when asked to load without the "missing content" and save the game (preferably to a separate save in case anything goes glitchy). Then re-enable CSR and load the save. It should have basically restarted the mod and ask you which key you want to set to "order". Your companions shouldn't have gone far unless you played a decent amount of time with CSR disabled. Just recruit them again.

Hope that works. Unfortunately it's all I can think of at the moment.
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Vicki Blondie
 
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Post » Tue May 08, 2012 4:29 pm

The command to do to change order key is:
Startquest aaaKeyInitialise

(it's written at the end of your Leadership journal)
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mollypop
 
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Post » Tue May 08, 2012 12:29 pm

The command to do to change order key is:
Startquest aaaKeyInitialise

(it's written at the end of your Leadership journal)

Thanks so much, I thought it might have been in there but somehow we'd misplaced the Leadership Journal. :facepalm:
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Jenna Fields
 
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Post » Tue May 08, 2012 9:20 pm

Heya everyone,

Anyone know how to get rid of the awful loud recurring noise? It sounds like an explosion, although I've read elsewhere it is a magic effect noise from alteration type magic.

Talkie's mod uses it in the SEFF magic effect part of the mod. However his mod silences this, so there should be no recurring noise.

Loading Talkie's mod last makes the noise less frequent. It only happens when I enter Support Mode.

If it is not loaded last, but in the order that BOSS suggests, this Boom Noise happens about once every 5 seconds. Like a script is trying to run and failing for some reason.

I could try a Silencer mod, but I do not like the look this gives my CM partners. In that they flap their lips for 8 seconds while the silence is going.

Talkie suggests a slience mod, but that is only to prevent dialogue from disappearing too quickly. I have not had this problem.

So if anyone knows how to work around this Boom noise bug, without using a Silencer mod, I would be most appreciative.

If it helps, I am using the latest version of the mod, as well os OBSE v18. I do not have COBL installed.


Thanks,


Sir Candi
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T. tacks Rims
 
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Post » Tue May 08, 2012 11:09 pm

Heya everyone,

Anyone know how to get rid of the awful loud recurring noise? It sounds like an explosion, although I've read elsewhere it is a magic effect noise from alteration type magic.

Thanks,

Sir Candi
Try http://www.tesnexus.com/downloads/file.php?id=15677
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gemma king
 
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Post » Tue May 08, 2012 9:23 pm

Im frustrated now and cant figure this out.

Heres my issue, like a prev poster im trying to use CM partners and CS&R in unison, and it works great for some. but i also have custom CM partners with no rumors, regardless of the box being checked or not in the construction set, they just dont have the "INFOGENERAL" topic with rumors in it, so it just doesnt work.

and i cannot for the life of me figure out how to add them, i cant copy from others, pulldrag, or anything NOTHING IS WORKING.

im hoping one of you guys knows how to add rumors to the Topic/Conversation tabs under Dialog, so that i can actually use CS&R with my custom CM companions.
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Ebony Lawson
 
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Post » Tue May 08, 2012 3:03 pm

In my opinion it's too dangerous to use CM partners and CRS on the same NPC. You can first try Xbreakup and then recruit your NPC by CSR dialogs menu.
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Justin Hankins
 
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Post » Tue May 08, 2012 12:30 pm

Heres my issue, like a prev poster im trying to use CM partners and CS&R in unison, and it works great for some. but i also have custom CM partners with no rumors, regardless of the box being checked or not in the construction set, they just dont have the "INFOGENERAL" topic with rumors in it, so it just doesnt work.
I think if an NPC was already saved with NO Rumor, it will still remain with no rumor whether you edit the esp to activate rumor or not. You can do two things:

- Make a blank save with the ESP edited to activate rumor.
- Try ingame the console command http://cs.elderscrolls.com/constwiki/index.php/AddTopic
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Rinceoir
 
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Post » Tue May 08, 2012 9:50 pm

I think if an NPC was already saved with NO Rumor, it will still remain with no rumor whether you edit the esp to activate rumor or not. You can do two things:

- Make a blank save with the ESP edited to activate rumor.
- Try ingame the console command http://cs.elderscrolls.com/constwiki/index.php/AddTopic


Honestly dont mind starting a new game, not very far in my current one. I just wana know how to give and NPC with no rumors, rumors, in the editor.

I have one NPC based on CM_Partners, that actually has rumors, and she works great with both, i can use CS&R to give her a squad and what not, and still have the enhanced combat from CM scripts.
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Vickey Martinez
 
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Post » Tue May 08, 2012 1:10 pm

Honestly dont mind starting a new game, not very far in my current one. I just wana know how to give and NPC with no rumors, rumors, in the editor.
I'm not sure how the CM Partners Base mod effects their rumors dialogue option, but I believe simply unchecking (unmarking) the "No Rumers" check box in the character sheet of the NPC in question should give them a rumors topic in game. If that doesn't do it, then I don't know.
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Kayleigh Mcneil
 
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Post » Tue May 08, 2012 1:32 pm


I have one NPC based on CM_Partners, that actually has rumors, and she works great with both, i can use CS&R to give her a squad and what not, and still have the enhanced combat from CM scripts.
It's very easy to do in the CS editor; as Schmoe said just unchek "No Rumor" in your character edition menu of the CS. You can do it in TES4Edit too.
Try to read CM Partners documentation to get a preliminary idea, then go and try accustom your self with the construction set first steps.


Note.
CSR work great with Oblivion gates or Shivering Isles.
A word of warning, just to be safe order your character "Wait Here" before going through any Oblivion Gate and save your game; then reload the save and order him to "Follow Me", then go through the Oblivion gate until the end where you deactivate it. I do this because there are rare instances where the scripts do not work well and you find your companion (after closing a gate) without a CSR order menu and having lost his inventory.
I just finished KOTN and my CSR companion was able to follow me until the last worldspace when you face Umaril for the last time! You have just to use "Call Companion" if your companion dont appear in the new world space or if there is some Non Gate barrier.
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Brad Johnson
 
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Post » Tue May 08, 2012 8:42 pm

thanks for this great mod :)

> Knut
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Nathan Hunter
 
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