[RELZ] Companion Share & Recruit v3, Thread 7

Post » Sat Sep 27, 2014 4:42 pm

Do your companions skills, attributes etc get better as you level up yourself?


Thanks
-kwm
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Courtney Foren
 
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Post » Sat Sep 27, 2014 7:26 pm

That depends on how they are set up in the CS. Most companions are set to level with the PC, so will usually be a level or two below the PC. If you've recruited a vanilla NPC, they might not be leveled. Best check http://www.uesp.net/wiki/Main_Page to confirm.

Eloise
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David Chambers
 
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Post » Sat Sep 27, 2014 2:59 pm

I have a problem and i did read the information about steam version of Oblivion BUT it wont work it was enabled befor and it still didnt work even after i try few times it just say that it still cant run OBSE any ideas how to fix it?
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Bereket Fekadu
 
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Post » Sat Sep 27, 2014 6:36 pm

@TalkieToaster

Previously the custom NPC I made had extra factions they hated like bandits and such which explains why my companion would "Attack foes on sight," with their aggression set to that even while in sneak mode. Also explains, why my companion would fight when attacked even when I had their aggressoin on "Wait for me to draw my weapon." So I went ahead and removed all the extra factions from my companion's list in the CS to see how your mod works on its own. Turns out, even putting my companion's aggression to "Attack foes on sight," my companion doesn't attack foe until I draw my weapon.
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victoria johnstone
 
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Post » Sat Sep 27, 2014 8:57 pm

First off, I want to say that this is the BEST companion mod ever.
However, I recently installed CM Partners for the extra NPCs (I don't like recruiting normal NPCs). However, all of the special recruit-able CM Partners do not have the "Friend..." option, making it impossible for me to use CSR with them. It still works for everyone else in the game (i.e. random vanilla civilians) but not for the CM Partners. I tried variations on the load order, but seeing as this is a Master File, I was only able to go so far.
I appreciate the help.
Cojosao
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Dan Endacott
 
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Post » Sat Sep 27, 2014 4:54 pm

I think that's because most CM Partners NPCs are made with the "No Rumors" check box activated in the Construction Set. With Companion Share & Recruit, you can only recruit NPCs with the "No Rumors" check box unmarked (deactivated).
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michael flanigan
 
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Post » Sun Sep 28, 2014 12:10 am

I read through the readme, but I didn't see anything on this. Sorry if I missed it.

~Is it possible to change an NPC's class?
~Do NPC's level up and gain skills?
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Breanna Van Dijk
 
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Post » Sat Sep 27, 2014 11:19 am

Yeah, me too.

I unchecked all of the boxes of all of my CMPartners in the CS to enable rumors and I still don't get the "Friend" option. Any other ideas...anyone?
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Natasha Callaghan
 
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Post » Sat Sep 27, 2014 9:16 am

Oops. I noticed I had my wording backwards there, but you still got what I meant. /biggrin.gif' class='bbc_emoticon' alt=':D' /> I've looked at some of the CM Partners Base NPCs in the CS, in the past and noticed that they had the "No Rumers" check box activated. So I figured that's why I couldn't recruit them using CSR. Otherwise, I don't know. /shrug.gif' class='bbc_emoticon' alt=':shrug:' />

I don't suppose load order would matter?
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D LOpez
 
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Post » Sat Sep 27, 2014 1:09 pm

I just figured it out! You were right except one has to start a new game to get the the "new" rumors dialogue and thus the new Friend... option in dialogue. Even though I have to start a new game at least I can still play with my old friends AND with Toaster's superior scripts.

Thanks for your help.
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Bambi
 
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Post » Sat Sep 27, 2014 10:03 pm

No problem. I was wondering if the save file kept that kind of data, but I made myself a custom NPC for CSR. Then I went into the CS and marked the "No Rumors" check box. I dismissed my companion and checked to see if the "Friend" option was there. It wasn't and I didn't have to start a new game. Maybe it has something to do with CM Partners mod. /shrug.gif' class='bbc_emoticon' alt=':shrug:' />
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latrina
 
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Post » Sat Sep 27, 2014 4:02 pm

Every NPCs that has "No Rumor" checked is not recruitable! so is CM Partners...

For someone that asked before CRS is a very flexible mod:

- You can configure it to "Recruit" only some NPCs (Factions); personnally I use it only to recruit only "¨Player Faction" NPCs.
(Recruit Dialog is available only for Friends)

- You can configure "recruitable" NPCs to Level with you withy any offset (even 50 levels higher or lower than you), or to have a fixed level.

- Yes this is the best natural companion mod.
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Sasha Brown
 
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Post » Sat Sep 27, 2014 11:38 am

Right, im new to this modding thing, but i got part of it to work. im getting the option for friend, the orders, aggression, looting, etc., but its not doing anything for me except item share / the recruited npc following me. I was getting hit by an auroran and the clone of me that i had recruited just sat there and smiled.. All i did was download the 500kb file, do i have to download the old version too? or is there something i need to download for any and all mods to function properly?
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tegan fiamengo
 
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Post » Sat Sep 27, 2014 4:34 pm

Do you have OBSE v0018 beta 4 installed. I believe CSR v3.27 requires it.
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Life long Observer
 
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Post » Sat Sep 27, 2014 12:00 pm

Hi !
I tried this before some days and i think it worked well.
But annoying was when i used one of the pose mods for a nice screenshot the companion startet to get in pose and stopped it in about 2 frames and smiles at me in normal idle.
Thats only for CSR companions, with normal npc or cm partners it works.
Is there a way to stop this ?
Greetings !
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Alyce Argabright
 
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Post » Sat Sep 27, 2014 11:27 pm

What happened to you is normal, because CSR command you companion until you ask him to:
- Wait Here
(then "just stay here" or "make yourself at home" make no difference)

Everytime you use another mod that change AI of your partner you should ask it "Wait Here" before using the new mod.
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Jinx Sykes
 
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Post » Sat Sep 27, 2014 3:42 pm



That works, i havn't think poses change the AI.
Its only a little problem now, they are wandering with this, before i start them posing and i have to position them again.
But i will test the mod again now, thanks !

Additional questions:
- If i set every companion to not loot and start support mode, will they loot ?
The description says, they do everything automatically then but i don't want them to loot.
Of course i can try, but it would be nice, if you make it clear in the desription, thank you !
- Wich aggression mode i need to set on a companion to heal others ? On "attack on sight" it works. On the "avoide fight" mode it don't work.
Sorry i ask so much, i don't understand the messages fast enough, i'm not english speaking.

found glitches:
- Sometimes, when i say wait before a door to another worldspace and then go through the door, the companion follows, and waits on the other side.
- When i ride on a horse marked for the party (order key and leftclick) and use fast travel, i can happen, that a companion sits with me on my horse.
both are not great problems, but i want to give this as feedback.

Alltogether i find this mod very good !
I like the order key and i think i will like the support mode, that i test now.
And i like they don't allway teleport direct behind me like in cm.
A great point is the riding :-)
What i miss, is the more detailed stats from cm.
I tried to add it, but i'm not good enough with the CS.
Greetings from a fan :-)
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trisha punch
 
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Post » Sat Sep 27, 2014 10:12 pm

Can someone copy and paste the installation instructions from the read me please? I have downloaded the file but no matter what I open the read me with it is just one large jumbled sentence. I am sure it is my pc and the read me is in fact fine so please take no offense .

I know how to install mods but would rather know from the read me . ( I cannot find info about the various esps that are included with the esm file and want to make sure I am activating the right stuff).

Also, does anyone know if this is compatible with Companion Vilja?

Thanks very much in advance.
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Courtney Foren
 
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Post » Sat Sep 27, 2014 7:05 pm


Companion Share and Recruit is fully compatible with Companion Vilja.
However, there is an optional add-on for CSR that allows you to recruit Fighters Guild- and Mage Guild-members.

This breaks Companion Vilja, as well as every other companion mod where the companion is a member of any of these factions. Normal dialog is gone and she is turned into a common henchie.

Now, if you still have an urge to run Companion Vilja and this factions-add-on, there is a solution. Amgepo has made a patch which is available on TES Nexus which is available http://www.tesnexus.com/downloads/file.php?id=32473.
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Tom Flanagan
 
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Post » Sat Sep 27, 2014 10:17 am


It's .doc files so my advice would be to fix it so you can read those as it's a the default Word format and thus very common. Anyway, here's the installation part:

Spoiler
B. Installation

CM Partners Mod 2.0: Unzip all files into a backup folder and examine the file structure. Decide on the files you want to install based on the First Time Installation section below, and copy them to your Data Files folder and click yes to overwrite the existing files. New files have the same date-time stamps as the original files and will still work with your existing custom Partner NPC mods.

First Time Installation: To install the plugin, unzip the files into a backup directory and look at the file structure. Only copy the files needed to the Oblivion/Data Files directory. The Partners Mod is divided into three types of files included, the main CM Partners.esm, the main CM Partners.esp, and a number of NPC esp files. There are two versions of the main files in the directories marked Oblivion Only and Oblivion and SI. Copy the main files that match the version you have installed on your computer. If you don’t want your Partner NPCs to go invisible when the Player uses invisibility potions and spells, also copy the CM Partner.esp file from the appropriate subfolder marked NoInvisibility to Data Files and overwrite the existing file.
Here is a packing list of files and a description of each one:
a. CM Partners.esm – Basic Mod with all the dialogue, scripting, AI Packages, etc. Includes 1 beast and 7 minions placed in the Imperial City.
b. CM Partners.esp – Places the Partners inventory chest in the game world and modifies scripting to use it. Do not edit this file. Leave it intact and create your own mod.
c. CM Partners NPC.esp – Places 9 Partner NPCs in the Imperial City and one minion for Beau in the All Saints Inn in the Temple District..
d. CM Partners NPC NE.esp – Makes the 9 Partner NPCs in the Imperial City non-essential.
e. CM Partners More NPCs.esp – Places 58 Partner NPCs in taverns, inns, etc. throughout the game world.
f. CM Partners More NPCs NE.esp – Makes the 58 Partner NPCs non-essential.
g. CM Partners Marked NPCs.esp – Places 2 essential Partner NPCs in the Imperial City with map markers activated.
h. CM Partners Special.esp – Places 2 special Partner NPCs in the Waterfront District. These have special abilities to train, repair armor, etc.
i. CM Partners Extra NPC.esp – Adds 10 essential Partner NPCs to the Imperial City, Bravil, and Anvil.
To play the mod without any work, at least three files must be activated: CM Partners.esm, CM Partners.esp, and at least one of the NPC esp files, either plain or NE, but not both, unless you want twice the NPCs. To do so will cause sets of twins to appear in the Imperial City, or wherever Partner NPCs are found and may cause conflicts.

You can load the CM Partners.esm and esp into the TES Construction Set without choosing an active file, and launching. Create your own custom Partner NPCs, place them in the game world, and save to your own NPC mod which is totally separate from the Basic Mod. (See the Creating Custom Partners Instructions for complete instructions.) Then you can play with your new Partners along with the CM Partners NPC.esp, post your mod for download (because anyone can play your mod too), and download other Custom Partners to use in your own game.

You can also use the CM Partners More NPCs.esp with 58 additional Partner NPCs. Just activate it along with the ones listed above. Do not activate both Non-essential versions (designated NE) and essential, because it will double the number of Partner NPCs in the game and will cause conflicts.

To play, from the Oblivion Launcher, select Data Files and check the box next to Oblivion and the CM Partners esm and esp file and any Partner NPC.esp’s you want to use. This plugin will not invalidate your old saved games. If you save your game while this plugin is loaded, you may encounter error messages when you reload the saved game without the plugin. But you will be able to continue on with the original game.
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GEo LIme
 
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Post » Sat Sep 27, 2014 9:57 am

Wrong mod?

Spoiler
Companion Share Recruit, Version 3.26. By Talkie Toaster!

Installation
Extract folder to data files, check Toaster Says Share.esm.
You must be running OBSE v18 or greater!
It is highly recommended you use Elys Silent Voice to prevent dialogue from disappearing too fast.

Usage
To recruit an NPC, use the "Friend..." topic and select recruit. If they have a disposition
towards you of 65 + the level difference between the two of you, they'll be pleased to follow.

The other options in that menu allow you to check the stats of an NPC before recruitment, and to give them gifts or borrow/lend items (if they have a high enough disposition). When lending NPCs items, or giving them gifts, their disposition changes, depending on the value of the item and the value of their clothes- so if you give expensive clothes as gifts, you make things harder for yourself.
Equally, borrowing items lowers their disposition. The borrow/lend function doesn't require them to be a companion, so it's useful if you want to kit out people like Martin who follow you by default.

When you've recruited a companion, you can set their combat style (ranged, melee, varied,
defensive), their aggression (attack on sight, attack when you draw your weapon, attack if hurt,
don't attack at all). If the NPC can heal, you can order them to heal in combat or not.

The meat of the companion system is the order system, split into three parts. To use them, you'll be asked to select an order key when the mod starts. If you ever forget the key you can look at your Leadership Journal to see it.

1. Context Orders.
Hold the order key and tap left click.
? If the target is a chest, it'll be unlocked (by anyone with Security as a major) or looted.
? If the target is hostile, your followers will focus their attacks on them.
? If the target is friendly, and you're sneaking, any follower with Sneak will pickpocket them.
? If the target is a companion, they'll be healed up, buffed and repaired by any other followers
capable of it. Only companions with Restoration as a major can heal others, Armourer as a major can repair, and Alteration as a major can buff.

2. Support Mode.
Hold the order key and right-click to toggle support mode. When support mode is on, followers
will heal/repair/buff each other and you automatically, as well as looting any corpses. This is
probably the most useful part of the mod by far!

3. Self Orders.
Tap the order key. Any companions capable will heal, buff and repair you.

The companion order menu has more orders you can give, that don't involve following you. Companions can be told to wait nearby, to pick ingredients from plants, to wait there and create potions if they have Alchemy as a major (creating potions takes one day per batch, and you must give them appropriate ingredients), or to sit down and relax.

They can also be assigned into four squads, each following a leader you assign. Squad leaders can be told to bodyguard other NPCs (useful for escort missions), and show up on the map if you select the Squad Management quest. Squad leaders will obey context orders, but their followers will not.
If you need to gather all your companions together should they have gotten lost, simply cast “Call companion”.

Important Notes
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.

Optional
NPCs are set up to automatically run back to you in combat if they pursue an enemy too far away. This functionality can be disabled, by using “Set CompanionRunBack to 0” in the console. They will automatically teleport to you if they get even further away, and that can be disabled too by using “Set CompanionTeleportBack to 0” in the console.

Faction Recruitment changes how recruitment applies to Guards, Evil NPCs, and members of the
Fighters Guild, Mages Guild and Blackwood Company. Guards will be more likely to follow you if
you're famous whilst evil NPCs will be discouraged, and visa versa if you're infamous.

If you aren't in the Fighters guild or Blackwood company, you can hire them weekly (price varies
depending on Guild rank). If you are in the Fighters or Mages Guilds, you can pull rank on
lower-seniority NPCs and order them to follow you, with no minimum disposition required.

Change Log
3.00- Release!
3.01- Fixed Bravil/Leyawiin Bug.
3.02- Fixed wrong level adjustment to disposition.
3.10- Added learning spells, horse riding. Minor bugfixes.
3.11- Stopped teleporting on horseback.
3.12- Bugfixes, added loot options.
3.13- Fixed wandering off, reworked horse riding.
3.14- Fixed healing in combat, looting 0 weight items, more bugfixes.
3.15- Added organisation for non-persistent NPCs. Upped default range on teleport back. Added disable teleport option.
3.20- Migrated party handling to leveled list. Major behind the scenes changes.
3.21- Fixed horse riding errors caused by migration. Fixed healing.
3.23- Fixed list not clearing.
3.24- Fixed context follow, added master armourer perk to NPCs.
3.25- Fixed armouring when unarmed, stripped out nonfunctional sneak attack.
3.26- Fixed armouring when unarmed, no, really.

Thanks
Many thanks to the beta team- Mark Quinn, Giskard, Dzorro and wiz0floyd.

Thanks in particular to Lurrkurr, for helping test and fix a huge stack of bugs.

Modding Details
Are you planning on integrating the recruitment features into a quest? Making an NPC that you want to be unrecruitable? Here's a few pointers-

1. NPCs must have the Rumours topic to be recruitable by conventional means. If you check “No Rumours” on the NPC form, then they're unrecruitable. Easy as.

2. To add an NPC to the player's party, all you need to do is add one aaaPartyToken. To remove them, add one aaaDismissToken. This can be done through dialogue, spells or whatever you want.

3. Another feature is the aaaDifferentMenu item- add this to an NPC and they won't use the default recruitment method or order menu. You can recruit them however you want by adding aaaPartyToken, and you'll need to create your own order menu, which you can add
extra topics to or remove some (for example, adding extra features or removing the “Meet me at” menu). Take a look at the Faction Recruitment esp to see how this works.

An example of how everything fits together can be seen in TSS Custom Companion Template.esp. Throughout, GetInFaction is used as an example condition- so for example, you could replace it with GetIsID, add aaaDifferentMenu to your NPC, and write whatever dialogue you wanted in the topics included to have a companion NPC with custom recruitment and a custom order menu. It does take a bit of thought to see how it all fits together, so each topic contains a guide as to what it's about and what you should and shouldn't do.

For more complicated usage, two lists are kept by the mod, both in the aaaList quest.
? aaaList.Friendlist records each NPC the player is 'friends' with, including those he's talked to and have a disposition towards him of 65+, and all recruited NPCs.
? aaaList.Partylist records each NPC in the player's active party- all those following, looting and so on, and not currently waiting/harvesting/performing alchemy.
They're stored in no particular order, and can be retrieved with scrolling through the list with GetNthLevItem- the level they are stored at contains no information.
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Grace Francis
 
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Post » Sat Sep 27, 2014 5:30 pm

If a companion is asked to not loot, he will stop looting what matter happens next util you ask him again to loot (there are more loot options in the command menu).

AFAIK healing options are independant from agressivity behaviour.

There are many, especially if you play for a long time ... I dont think any other companion mod is free of glitchs; most of them come from obse commands not executed at time or altered by others game facts. Usually asking your companion to "Wait Here", then "Follow Me" will fix most of the glitchs.

For this you will need the excellent b3w4r3 http://tesnexus.com/downloads/file.php?id=29652 which work fine with CSR and is highly recommended as it contains many others functionalities complementing those of CSR. Also if you use http://www.tesnexus.com/downloads/file.php?id=32747, companion master will be of great help to give more commands to these NPCs.

Note.
This is the second time I answer your post; the first time I have completed all the answer and when I pressed the button "Apply Reply" I lost my internet connection and the answer with.
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Josh Lozier
 
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Post » Sat Sep 27, 2014 8:41 am

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.
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Allison C
 
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Post » Sat Sep 27, 2014 12:39 pm



Thank you very much Emma and Ark,


I have to figure out why my computer will not format that particular doc file. It has no problem with other doc files. I just reformatted and am sure there is something I forgot to do. I am going to go kick it now !

Thanks again!
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Emma Pennington
 
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Post » Sat Sep 27, 2014 12:20 pm



Thank you Washington.
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Roy Harris
 
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