[RELZ] Companion Share & Recruit v3, Thread 7

Post » Sat Sep 27, 2014 9:02 am

It's hardly news this time round, but I still need a comments thread on here as the Nexus one is broken. I've just done what it hopefully the ultimately most final patch evar++ to it.
Anyway, http://www.tesnexus.com/downloads/file.php?id=3066
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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://www.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://www.youtube.com/watch?v=wd-_T_qGUP0- A party member will head to it and loot its contents.
  • http://www.youtube.com/watch?v=W5i5j8Y0xpM- A party member with Sneak as a major will pickpocket them, opening the pickpocket window.
  • http://www.youtube.com/watch?v=zE1Hxn3pyII- A party member with Sneak as a major will attempt to sneak-attack them.
  • http://www.youtube.com/watch?v=zE1Hxn3pyII- A party member will switch combat target to them.
  • http://www.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://www.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://www.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://www.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://www.youtube.com/watch?v=coMnYzv5nm0and 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. 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!

---
Bugfixes in 3.27:
  • Actually implemented the aggression system. Ooops.
  • Fixed the responsibility change on dismissal.
  • Possibly fixed rare bugs with setting an order key?
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Rob
 
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Post » Sat Sep 27, 2014 9:55 am

Cool! I had just recently installed the previous version off of TESNExus. Will be happy to try this one out now! One of my most valued mods!
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Lynette Wilson
 
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Post » Sat Sep 27, 2014 10:17 pm

one of the must have mods for Oblivion! coupled with Companion Master, it's just mindblowing /biggrin.gif' class='bbc_emoticon' alt=':D' />
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rolanda h
 
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Post » Sat Sep 27, 2014 7:50 pm

I'm a big fan of all your mods, TT, but this is one that I almost always use on each playthrough /smile.gif' class='bbc_emoticon' alt=':)' />
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m Gardner
 
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Post » Sat Sep 27, 2014 11:43 pm

Huge fan of the mod, but I'm having an issue as of late. Mod worked great, added a few other mods and now when I try to access a friends inventory or ask about their stats, I get nothing, meaning neither the inventory or stats screens pop up. I can however see recruited friends inventory, but not their stats.

I noticed on starting a new game when asked to select the button for commands, normally after selecting and clicking the ok button a message will pop up asking something like "is this the button you wanted", this message does not pop up anymore.

Here's a quick list of the mods I was running when the issue started, I removed yours for testing. I am also running DarNified UI 1.3.2 and HGEC Body 1.21 via obmm. I as well have the most recent version of OBSE installed.

Oblivion.esmRealisticForceHigh.espCrowded Cities 15.espNo psychic guards v1.2.espCrowded Roads.espIdleTraining.espDalls_Ninja.espTuStartingOptions_01.espAbriael_Human.espGold Coast's Hillsborough Estate.espDLCThievesDen.espDLCSpellTomes.espDLCMehrunesRazor.espDLCHorseArmor.espDLCBattlehornCastle.espDLCOrrery.espDLCFrostcrag.espDLCVileLair.espDLCShiveringIsles.espKnights.espUnderworld Armor.esp(01).- CompatibilityKnightsoftheNineExpansion.espEnhanced Economy.esp

Your mod had ran great and is awesome (great work btw), but I'm guessing there is some kind of conflict going on or something. Any help would be highly appreciated,

Oh, I have the most recent version of your mod.

Thanks and take care,
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Oceavision
 
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Post » Sat Sep 27, 2014 9:27 pm

Glad to see it. I've downloaded and tested v3.27 and you certainly seemed to have closed a few bugs. In the old version whenever my companion would heal me, when my health is low, they would get confused somehow and not stay in the fight anymore. My companion would just sit there saying,"Hey can we settle this peacefully.", "Ooh hoho, this is gonna be good.", etc. Thankfully that seems to be fixed /smile.gif' class='bbc_emoticon' alt=':)' /> in v3.27. Plus my companion seems to defend themself more readily when attacked without having to wait for me to get in on the fight as well.

After some testing, everything seems to be working nicely, although there was one minor issue and thankfully not a biggie. When you set your companion's "Behavior>Aggression>Attack on sight" their aggression gets set to 10. Then while sneaking, my companion will pull out their weapon without me pulling out mine, somehow initiating a fight with nearby bandits and blowing their cover (even with 100 sneak skill). My cover thankfully isn't blown, but is that the way you intended for "attack on sight" to work? If so then nevermind. If not, I simply set my companion's aggression to 5 and it seems to fix that, so my companion won't pull out their weapon before their cover is blown. Only problem may be that leaving my companion to "attack on sight" their aggression gets reset to 10 every so often. That seems be simply fixed by setting the aggression to 5 instead of 10. Again, if that's the way you had intended for "attack on sight" to work, even while sneaking, then forget this whole paragraph. I can just ignore that setting then and put my companion's "Behavior>Aggression" command to a different setting.

Also when I set my companion's aggression to "Wait for me to draw my weapon," they will fight back when their cover is blown without me drawing my weapon. I actually have no problem with that (I actually prefer it this way), but others may not if they are trying to achieve/ pull off something specific while sneaking before their companion gets into a fight. If that's how you intended for that to work as well, then forget this paragraph too.

All-in-all, no real hiccups and thanks for the update. Much appreciated. /smile.gif' class='bbc_emoticon' alt=':)' />
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Blessed DIVA
 
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Post » Sun Sep 28, 2014 12:34 am

Your recruited companion will only show you which class and major skills they have when you ask them about stats. Asking about stats won't give you any numbers and it's designed that way. Nothing broken as far as I know. Also make sure you're running OBSE v0018 beta 4 or higher to use CSR v3.27.

Edit: Stats will also tell you if they are novice, jounyman, apprentice, expert, and master of their related character class, but that's it.
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Ashley Tamen
 
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Post » Sat Sep 27, 2014 3:42 pm


Thank you for the reply, but I realize all of that that and I know what the mod displays (as I stated, the mod worked perfect and I was using it), what I'm saying is those display popups, don't popup at all. When I ask to see someones stats and they say sure I'll show you (or whatever the dialog is) nothing happens. No popup to display anything, nothing happens. The same goes for inventory, they say sure, I'll let you share with me (or whatever the dialog is) but the inventory popup window does not popup, nothing happens, at all. Simply nothing happens.

I have checked to make sure my disposition is high enough with the NPC, even if it's at 100%, still nothing happens. There must be a conflict or something going on, but as I am not a modder, I honestly cannot figure it out.
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Krista Belle Davis
 
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Post » Sat Sep 27, 2014 10:32 pm

Diamok: The lack of popups can pretty much only be down to OBSE not running or having crashed. When you say you're using the latest, are you using 17 or beta 18?

Schmoe: Good to know it's working now. The "Attack on sight" thing has been changed to constant aggression 10, yes. The new option is the old 'Agg 5' one.
'Wait for me to draw' shouldn't be working that way, I'll give it a look.
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Vickytoria Vasquez
 
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Post » Sat Sep 27, 2014 4:52 pm


Thanks for response Toaster, I'm using beta 18. From what everyone says, we should always use the most current version, I went with that one and I'm pretty sure your mod worked with it just fine, well, until whatever got messed up, got messed up. /smile.gif' class='bbc_emoticon' alt=':)' />

One other thing I wanted to note, I have used the DarNified UI, which edits and changes a number of the window configurations, any chance these changes could have messed with the display of those popups windows?
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Harry Hearing
 
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Post » Sat Sep 27, 2014 10:48 pm

That's odd. V18 is what I made it with, I'm pretty sure. Does anything show up in the console when this happens?
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Angelina Mayo
 
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Post » Sat Sep 27, 2014 8:08 am

This is a very impressive creation. I like it.
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Ludivine Dupuy
 
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Post » Sat Sep 27, 2014 5:30 pm


I had not checked the console output when this had happened and sadly (or fortunately) I have a fresh install of Oblivion now with just a few mods along with yours and all is well.

Here is the list of mods I am currently running with no ill effect to yours.

Oblivion.esmToaster Says Share v3.esmDLCShiveringIsles.espAkatosh Mount By Saiden Storm.espDLCHorseArmor.espDLCOrrery.espDLCVileLair.espDLCMehrunesRazor.espDLCSpellTomes.espDLCThievesDen.espDLCBattlehornCastle.espDLCFrostcrag.espKnights.espBorderless_Cyrodiil-3578.espAlternative Start by Robert Evrae.espSM Combat Hide.espToaster Says Share Faction Recruitment.espAbriael_Human.espHidden_Elves.esp- omods installed as well -Akatosh Mount By Saiden Storm 1.9.omodHGEC Body 1.21.omodNew Map 1.0.omod

I will post again if anything goes awry.

Take care,
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Chloe Mayo
 
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Post » Sat Sep 27, 2014 11:56 am

Heey Toaster, thanks for the update!

I have a problem, I added the aaaPartyToken to the Knights of the Nine (The named NPC's, not the respawning ones) through the console to recruit them (they have no rumors) but they act weird in combat. Sometimes they don't engage in combat at all, they only run towards the enemy and keep standing there, somtimes blocking but not attacking (they are set at "attack on sight" though). They also very often start shouting: "Assault, assault, there is a psychopath on the loose!" or "Can't you settle this peacefully?!", when another party member is fighting an NPC (currently testing on the vampires in Gutted Mine, Azura quest).

This doesn't always happen immediately though, some of them fight for a minute or so, but I think I noticed when an enemy is disarmed or they killed one and switch targets, they stop fighting and start shouting.

I removed the scripts from the NPC's in "Knights.esp" to see if maybe the script was interfering, but it doesn't seem to change anything. I also disabled all other mods except for yours and Knights of the Nine.

Any idea how I can fix this?


-edit: I tried setting their responsibility to 0 through the console, now they are shouting stuff like "It's been too long since I had a good brawl!". It seems they consider our enemy NPC's as "friendly", thus considering it a fight between citizens. But though they might shout that they are brawling, they still don't fight btw...
Also tried setting my personality to 10 (it was 94), but it doesn't fix this bug.
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Ana Torrecilla Cabeza
 
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Post » Sat Sep 27, 2014 10:10 pm

Odds are it's the Knight's personality which is at fault. If they've got Per 50 or 60 then they're liable to like the enemies so much they don't want to pick a side in a fight with you in.
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danni Marchant
 
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Post » Sun Sep 28, 2014 12:06 am


Thanks for the reply, but this was sadly not the case. Their personalities are around 30, and even setting them to 0 doesn't fix the problem /frown.gif' class='bbc_emoticon' alt=':(' />
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Connie Thomas
 
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Post » Sat Sep 27, 2014 5:07 pm

I was wondering which variable and which script do I change in the Companion Share Recruit ESM file do I change so that "Attack on Sight" aggression gets put to a permanent 5 instead of 10?
Nevermind, I think I found it.
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marie breen
 
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Post » Sat Sep 27, 2014 8:29 pm

hi, if I am upgrading from an older version - do I just overwrite or do I need to deactivate old version first?
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Calum Campbell
 
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Post » Sun Sep 28, 2014 12:18 am

Quick question...Is this compatible with mods like CM Partners or Viconia/Saerileth, or does it just work for random NPC's?
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Chica Cheve
 
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Post » Sat Sep 27, 2014 8:11 pm

i try to use postal service optional mod that you created and it wont allow oblivion to load up. where does the esp go in the load order?
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Destinyscharm
 
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Post » Sat Sep 27, 2014 11:12 am


sorry missed that. yep it does work on anyone. even on sheogorath /lol.gif' class='bbc_emoticon' alt=':lol:' />
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Sudah mati ini Keparat
 
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Post » Sat Sep 27, 2014 8:32 pm

From a point of view of usability CSR is better than CM partners mod; I was a long time user of this last mod but I now switched all my companions to use CSR. I'm using CSR only for PlayerFaction, that is I managed to write a template plugin for which "Friend..." dialog is available only for friends NPCs. I'm also using "Joben Sleep on Command for CSR".
One thing important to keep in mind about CSR is that if you are using another mod that enter new dialog/commands, then ask your partner first:
- Wait Here -> Do nothing/ Act as at home
then things will be just fine after using others dialog mods.

One request:
Automatic fix for double face bug after every fast travel.

I hope this will be implemented in a futur release (if any).

Thank you for this great mod.

Edit. Spell check
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Monika
 
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Post » Sat Sep 27, 2014 9:26 pm

Yeah I switched the NPCs I made for CM Partners to use CSR too. In my opinion, CM Partners is more reliable in combat, but CSR is more flexible, as you can recruit almost any NPC. It's also easier to make companions for. But I have a minor bug, similar to something posted before.

Sometimes my NPCs don't listen to me. Sometimes. Actually it's very rarely. Like if I ask to see their inventory, they won't show it to me. Perhaps once every 5-10 gaming sessions. In the same session, if I ask them to meet me at a certain city, they won't go away. If that bug is existent, I also won't have the option to have them wait, and I always have "Follow me..." as a topic, even though they're already following.

But like I said it happens rarely, and not on all the companions. Like only one of the companions I have might be broken, and everybody else follows orders properly. Usually if I reload an earlier save it fixes the problem. I'm not doing anything unusual to them to get this bug. I'm sometimes just walking around town with my whole party (if I bring absolutely everybody I have 6 NPCs following me, but I usually walk around with 2-4, depending on what I'm about to do next), then when it's time to choose who to bring on a dungeon raid, and I tell some of the others to wait, some of them won't have the option, and that's how I know it's broken.

I just thought I should report this bug in case it's curable.
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Vickytoria Vasquez
 
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Post » Sat Sep 27, 2014 10:49 pm

I'm having trouble with the squad functions.

No matter what I do, I cannot seem to get anyone to lead a squad. everyone who is selected to join a squad stands in one place, looking at another companion. I've tried the console inputs from the previous version to fix it, but the console doesn't recognize it.

Any ideas on how to fix this issue?
(unloading and reloading the mod didn't help)
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Jeffrey Lawson
 
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Post » Sat Sep 27, 2014 10:47 am

Just wanted to report a "bug":
When I'm in a Inn and I command my companion to stay here and act as as home
I go to the Innkeeper and buy some food and wine
then I give these foods and wine to my companion
my companion stay drinking or eating for a while

Then when I ask him again to follows me, my Oblivion freeze and I get CDT
tested in most Inns

This bug do not happen if I give my companion food or wine looted from death NPCs in dungeons.
Look like this is related to some ownership problem

I'm using Cobl and FCOM.
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CxvIII
 
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