[RELZ] Companion Share & Recruit v3, Thread 7

Post » Tue May 08, 2012 10:36 am

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.
To add to that note, if you ever take your companion into the Shivering Isles and they are not native to that realm do not dismiss them. If you do, they will result with the "I have no dialogue topic" error. Vice-versa for any Shivinering Isles NPC brought into Cyrodiil. This happens because Cyrodiil and Shivering Isles have their own "Rumors" sets.

I made my own NPC for a companion with CSR and added factions both from Cyrodiil and Shivering Isles to their character faction list. My NPC naturally has the "Rumors" dialogue topic from Cyrodiil since they are originally placed in/ is native to Cyrodiil. Then if I want to take them into the Shivering Isles without running into the "No dialogue" error, I add either SEManiaFaction or SEDementiaFaction to the NPC's character factions list, that they belong to. Doing so adds the "Rumor" topic by default in Shivering Isles.
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Lucky Girl
 
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Post » Wed May 09, 2012 1:03 am

I get MAJOR slow downs when in combat sometimes, this coincides with my companions saying out of context stuff like "help" "Guard, I'm being attacked" "Why so much violence" Also about 50% of the time they will become non responsive when attacked. Setting their Behavior to "Attack on sight " will do nothing, I have to manually order "Focus attack" on an NPC sometimes even that wont work. After I return home from battle and tell them "Make yourself comfortable" they try to remove their armor and wear normal clothes, but the armor stays on and they end up wearing both at the same time, if I get out of the cell for a while, when I return they have their normal clothes.

These are all the bugs I have experienced, other than that, excellent mod. Great job.
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Michelle davies
 
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Post » Tue May 08, 2012 4:31 pm

Thanks very much schmoe about this tips of Rumors in Shivering Isles! I observed this too but didn't know how to get SI rumors on Cyrodiil companion.

I have right now 4 custom companions (I use only vanilla races). Since many peoples are asking how to makke custom companions to CSR maybe it will be a good idea to release these companions in TESNexus. Then more peoples will add theior custom companion.
For now I'm playing with a pure Mage, female Breton, level 70 (because I set level offset +30); it's really funny and amazing to see what character like this can don especially if you use a magicka system like Fearsome Magicka; I have seen seen her using very tactically the Time Stop in Oblivion worlds.
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k a t e
 
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Post » Wed May 09, 2012 12:51 am

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.




I think your not understanding what im saying.

when in the editor, if you click Dialog a window comes up with all the possible things your NPC has for topics, within that is a "INFOGENERAL" topic that holds all the Rumor conversations. a bunch of my companions DO NOT have it, regardless of the box being checked or not, if they dont have the conversations in there dialog, they wont have rumors. ( im guessing this, as its the only thing i can find different between my partners and others that are able to have rumors, again, regardless of the "no rumors" box being checked, they still dont have rumors option and no CS&R options.

Perhaps it would help if i gave some examples. THIS companion has rumors - http://www.tesnexus.com/downloads/file.php?id=21471&navtag=file/images.php?id=21471&tab=3
She works with CS&R great, and everything is awesome.

This companion Does NOT have rumors - http://www.tesnexus.com/downloads/file.php?id=12245
box unchecked, and as near as i can tell the only difference is she doesn't have "INFOGENERAL" with all the rumor options in it, In her dialog.


Which brings me to my question, how do i give a NPC the "INFOGENERAL" so they have rumor options, because i simply cannot figure it out, Pull Dragging, copying and pasting are not working, and i cant find out how to do it.
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Jennifer Munroe
 
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Post » Tue May 08, 2012 10:58 pm


This companion Does NOT have rumors - http://www.tesnexus.com/downloads/file.php?id=12245
box unchecked, and as near as i can tell the only difference is she doesn't have "INFOGENERAL" with all the rumor options in it, In her dialog.

Which brings me to my question, how do i give a NPC the "INFOGENERAL" so they have rumor options, because i simply cannot figure it out, Pull Dragging, copying and pasting are not working, and i cant find out how to do it.
This example use a custom race (dont know why they have deleted infogeneral conversations); you can restore InfoGeneral only with http://tesnexus.com/downloads/file.php?id=11536 and here is an explanatory http://img59.imageshack.us/img59/4493/infogeneral.jpg how to do it.
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Eileen Müller
 
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Post » Wed May 09, 2012 12:22 am

This example use a custom race (dont know why they have deleted infogeneral conversations); you can restore InfoGeneral only with http://tesnexus.com/downloads/file.php?id=11536 and here is an explanatory http://img59.imageshack.us/img59/4493/infogeneral.jpg how to do it.

OMG i could kiss you, thank you so much! IT WORKS! :foodndrink:
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Suzy Santana
 
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Post » Tue May 08, 2012 5:40 pm

Hi people. Is there a way to "Unrecognize" a horse by my companions?
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Anna Kyselova
 
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Post » Tue May 08, 2012 7:06 pm

I'm really hoping that someone can help me here. When it asks me to select an order key I do so and it confirms it. The trouble is that whatever key I use doesn't work and I have no leadership journal. The actual menu options like aggression , loot , etc are all there but I can't give orders.
Any ideas why I have no leadership journal and the order key won't work ?
I am running OBSE v18 by the way.

I have this problem too.
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Marlo Stanfield
 
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Post » Tue May 08, 2012 1:16 pm

Never mind. I found the solution for my problem.
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Alisia Lisha
 
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Post » Tue May 08, 2012 11:27 pm

Hello!
I just downloaded this mod and I felt in love with it! I may use it along with companion Vilja.
Anyway, I have a question.

As another folk (and I didn't read an answer for him), when I assign an NPC to a squad they forget to follow their leader and get stuck at another cell. Is it a normal?
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Scared humanity
 
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Post » Tue May 08, 2012 11:26 pm

Love this companion mod and how it is closer to having your companions work as a group like in D&D rather than 3 people to order around. An Companion Master just makes it even more superior!

Does anyone else use brucevayne's Companion Sound Sets with this? The only thing about CM Partners I really prefer over this is that the correct speech and voice will come up while talking to the Companion in CM Partners, but It won't come up in CSR. Must have something to do with giving all companions some common greeting, but has anyone got the voice to work in conversation while using this mod? Ty for any reply
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Manny(BAKE)
 
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Post » Tue May 08, 2012 11:11 am

Everytime I try to recruit an NPC (only when I have the required disposition on him) game crashes and an error message saying something about C++ appears ... this is weird because I used to play with this with no problems, and I have OBSE 18

How can I fix that?
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Mari martnez Martinez
 
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Post » Tue May 08, 2012 6:42 pm

Now we have just to add to this mod http://www.tesnexus.com/downloads/file.php?id=28563 and we will have something far superior to companions in others mods like Dragon Age Origin. Now I can switch between my companions, my Mage companion will do the Mage Guild quest, my Assassin DB quest, my fighter companion will do the FG quests or maybe the Sentient Weapon quest...
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Matt Gammond
 
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Post » Tue May 08, 2012 6:31 pm

Hello, not sure if anyone experienced this but while playing I received a message that one script was broken and when I opened obse.log I saw this:

** Script Error: Script 04041931 in file "Toaster Says Share v3.esm" **


It happened while I had two Mages Guild henchmen (Marc Gulitte and Thaurron from Anvil Mages Guild). I also assigned them to squads and I was using "Toaster Says Share Faction Recruitment.esp". When they got dead, instead of a message telling that they died, this occured.
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Nina Mccormick
 
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Post » Tue May 08, 2012 11:40 am

Hello, I used your mod and I loved it. I had that vampire count as my tanker and we went on a quest together to save his wife. But then after i installed couple of mods i started to get problems. Whenever I fast traveled somewhere, my companion got reset so he/she wasn't following me anymore and the inventory got reset so my armors that i gave to my companions disappeared!! Some people told me that it was the Xeo5OBSE NPC replacer screwing with the scripts but i don't think it's true because when I had the count as my companion it worked all very well and I had Xeo5OBSE mod back then. I tried uninstalling all the mods that i installed after share and recruit mod, but no luck! my companions just kept on resetting

One thing that I did screw around though was uhhh, i esmfied my xeo5OBSE mod to edit some stuffs and espfied it again so i'm wondering if that's got anything to do with it

But the strange thing was, when I used "summon companion spell" they did come back to me, just that the dialogue options were reset to the point where they weren't my companions yet. You think you could help me out with this?
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Angelina Mayo
 
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Post » Tue May 08, 2012 11:03 am

In this new verion, will you be able to finally order your companion to sit down in a chair? This would be excellent for RP'ing and making YouTube videos with if such a command was included in this new version.
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Shannon Lockwood
 
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Post » Tue May 08, 2012 8:34 pm

Hi

I love this mod!

Unfortunately, after installing v 3.27 and Companion Master 5.0+, along with the new Companion Grab mod, I've started to acquire MASSIVE save-game bloating. I only have one companion at the moment and since installing the mod three days ago and travelling from Anvil to Skingrad, my obse save-game file size has gone from 10 KB to 50+ MB.

I tried used Wrye Bash's remove bloat feature but it corrupted my save game somehow and Oblivion freezes as soon as I exit the inventory menu, although it did find and remove a large amount of NullREFs and brought the size down to about 5mb.

NB: I have managed to isolate the save-game bloat and identified Companion Master 5b as the culprit not CSR.
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Svenja Hedrich
 
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Post » Tue May 08, 2012 2:29 pm

Hey, first off great mod.
But I'm having a slightly annoying problem here:

While I was toying around with this mod I made an imperial guard Blue squad leader, he immediatly ran off into the wilds. I think after he left the cell I got the "Blue squad leader has vanished!" message in the left top corner of my screen. The problem is that this message now keeps repeating itself every 0.2 seconds or so and it won't dissapear, making it impossible to read quest-important information or any other information that usually comes up there ( x has been added to your inventory etc.)
Any way I can bring the blue squad leader back to me and end this? Or any other solutions to stop this?
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Eduardo Rosas
 
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Post » Tue May 08, 2012 8:52 pm

Epic fail needing to find a M$ Word viewer for the readme ;p but other than that, good stuff.. ty.
(What's wrong with a text file anyway?)
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Bambi
 
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Post » Tue May 08, 2012 7:56 pm

http://www.microsoft.com/downloads/en/details.aspx?FamilyID=3657ce88-7cfa-457a-9aec-f4f827f20cac or there's always http://download.openoffice.org/
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Jessica White
 
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Post » Tue May 08, 2012 6:01 pm

I've noticed in your template examples you like to use token objects, something I never saw before I opened that.

Yet your readme only covers two of them....


Is there a complete list somewhere of what these tokens are and what they do?
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Ludivine Dupuy
 
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Post » Tue May 08, 2012 5:28 pm

Hello! I have a problem with this mod lately.
I m using a a big number of mods and the latest OBSE
Sometime when I enter my companions inventory he leaves and returns to his spawn point without leaving the party.
If i talk to him, I have all the options of having his as companion, but he doesnt follow me. I have to say "Stand here", leave the dialogue, and then tell him to "follow" me gain
Do you know what might be the problem?
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JLG
 
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Post » Tue May 08, 2012 12:48 pm

I really like the concept of this mod, but I have a few questions to really get a feel for it.

1. Why can nameless NPC's not behave normally? You clearly stated it, so I'm just curious to the game's limitations. Namely I'm interested because of mods like Crowded Cities and Crowded Roads. When trying to recruit one of them, it states that they lack low level AI processing. Those no name people seem perfect for a mod like this, if the issues can be circumvented.

2. How is death handled in this mod? Most NPC's aren't essential, so when they fall in the line of duty they stay dead. Does the mod have a built in death handling system or can you outright lose lesser NPC's?
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Rudi Carter
 
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Post » Tue May 08, 2012 5:01 pm

Is there a workaround to get an icon for the squad management quest? Cheers
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Greg Cavaliere
 
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Post » Wed May 09, 2012 12:42 am

=(
It's a pity that this topic seems a bit abandoned. CSR is a great companion mod and the usage of OBSE helped a lot.
Is it safe to use TES4Edit on this mod? Because I found some errors. Also, I'm creating companions with custom dialogue, but for a couple of responses, like follow or wait, I receive errors messages about non existing tokens like one called "aaaFollowToken", they seem to be deleted and if I remove the part about it, companions follow me but they don't stop following until I dismiss.

EDIT: TES4Edit proved to break the esp, do not do what I did ENDEDIT

Just to help the folks, because this mod is really good:


1. Why can nameless NPC's not behave normally? You clearly stated it, so I'm just curious to the game's limitations. Namely I'm interested because of mods like Crowded Cities and Crowded Roads. When trying to recruit one of them, it states that they lack low level AI processing. Those no name people seem perfect for a mod like this, if the issues can be circumvented.

NPCs that respawn can loose their inventory as well as they forget your commands. NPCs that has low level AI processing only precess AI if you're in the same cell as them, so, once you start fast travelling, changing cells or ask them to go somewhere, they'll get stuck or will forget the command.


2. How is death handled in this mod? Most NPC's aren't essential, so when they fall in the line of duty they stay dead. Does the mod have a built in death handling system or can you outright lose lesser NPC's?


You loose your NPCs. Or you can resurrect them via console (I recommend "ressurect 1"), you can use a spell to make them Essential, like with b3w4r3's http://www.tesnexus.com/downloads/file.php?id=8414 or if you want something more in-game, Joben created the http://www.tesnexus.com/downloads/file.php?id=29304. You went into a quest to find a flower that can make NPCs essential while holding it or it can resurrect them.

I'm currently trying to make a plug-in to add voiced generic responses for them (because I think they're too much silent for my tastes). flexcreator created a plug-in to change some circunstances in the mod too, http://www.tesnexus.com/downloads/file.php?id=34612, I particularly have to test myself yet. There are also some few custom NPCs to work with this mod, like http://www.tesnexus.com/downloads/file.php?id=36419, http://www.tesnexus.com/downloads/file.php?id=15785, http://www.tesnexus.com/downloads/file.php?id=17400 (this one has the most endorsemants), http://www.tesnexus.com/downloads/file.php?id=13880 (only females). I'm actually creating some companions for my group and enhancing them with the scripts I learned in Companion Fergus to make them sit with the player and one will summon a horse, but it's still in BETA format and if CSR doesn't work properly with my voiced plug-in, I may transform them into independent companions like Neeshka.


Is there a workaround to get an icon for the squad management quest? Cheers

That's very easy to enhance even with TES4Edit, mine has it and I merged in the esm. =)



Just decided to add some other plug-ins for this list:

http://www.tesnexus.com/downloads/file.php?id=28914 by Joben
http://www.tesnexus.com/downloads/file.php?id=32473 by amgepo (makes Custom Companions like Vilja, Rihanna etc, not use the mercenary topic introduced in "toaster says share faction recruitment.esp"
http://www.tesnexus.com/downloads/file.php?id=29307 by b3w4r3 (add a mark to npcs, so you can find them)
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FITTAS
 
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