CM Partners Problem

Post » Mon Aug 09, 2010 4:56 pm

I knew this was gonna happen :) I posted something about it the other day with all my other CM Partners questions. Anyway. I've lost my partner and I want her back.

I have the partners that are essential. I parked her outside Millstone Farm - asked her to Stay. I spent several days in and around the farm and she was standing there the whole time. Then when I went to leave to go to do some other things, I wanted to ask her to come along with me again and she was gone!

I tried using the Partner ring to no avail. I also read the CM docs and they said there's a party recall or something but I don't have that capability (I thought it was a spell that could recall my party member but ....??) I don't think there were any critters that showed up that she would have taken off after, because there's still a dead mudcrab in front of my house - so no respawning creatures there that would have attacked her. Is there a way I can find her? She has my clothes! I
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Anna Kyselova
 
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Post » Mon Aug 09, 2010 1:56 pm

Common problem, CM partners tend to wander around if you leave them without orders for too long. Try looking for your partner at or around their main location, the location you recruit them from.

EDIT: If all else fails and you still can't find her, open the CS, get the ID for that partner(s) and use the in-game console to bring her back to your location.
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vanuza
 
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Post » Mon Aug 09, 2010 6:19 pm

Okey doke. Thanks. Her original location (Anvil) is pretty far away from the farm. I"ll give it some time; if not will d/l the CS and find it.
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Nina Mccormick
 
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Post » Mon Aug 09, 2010 11:19 pm

OK Now I have another question...(never been so confused by a mod before)...

I have all these files that the omod loaded. I cleaned them up and am still a little confused:

I have the basic files specified in the readme:

a. CM Partners.esm
b. CM Partners.esp –
c. CM Partners NPC.esp
d. CM Partners NPC NE.esp
e. CM Partners More NPCs.esp
f. CM Partners More NPCs NE.esp
g. CM Partners Marked NPCs.esp
h. CM Partners Special.esp
i. CM Partners Extra NPC.esp

OK that part's fine but then I've cleaned up all but this stuff and I'm not sure what they do:
* OblivionandSI\OblivionandSINonInvisibility\CMPartners.esp
* and same folder\CMParnters.esm

Are these last two files different from the main .esm and .esp files that are in the data folder? Or are those just files to specifiy the noninvisibility? Or --- should I be copying those files in those two folders overtop the original .esp and .esm files? This is not clear to me when it was loaded as an omod. I don't know if I should be loading those two in addition to the top a through i. I think no but I'm not sure what to do. Thanks.
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Jesus Duran
 
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Post » Mon Aug 09, 2010 1:50 pm

* OblivionandSI\OblivionandSINonInvisibility\CMPartners.esp <-- partner do not turn invisble when you do (optional)
* and same folder\CMParnters.esm <-- partner do not turn invisble when you do (optional)

Doesn't that OMOD have a script? You should not have repacked anything. If it does not, there is definitely one available. I do not think I wrote that one for myself...
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Jade Payton
 
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Post » Mon Aug 09, 2010 4:25 pm

Yes it was scripted but unfortunately for some reason loaded EVERYTHING into OBMM so I had to selectively delete stuff. So yes, I understand what you said about the mods - they partners do not turn invisible - BUT what do I do with them? I see three options and don't know which to take:

1. Load BOTH of those along with the CMPartners.esp and CMPartners.esm ..... OR
2. Load ONLY the OblivionandSI\OblivionandSINonInvisibility\CMPartners.esp and same folder\CMParnters.esm since I don't want my partner becoming invisible when I do (and delete the CMparters.esp and .esm from loading in the omod) OR
3. Overwrite CMPartners.esp and .esm with the OblivionandSI\OblivionandSINonInvisibility\CMPartners.esp and same folder\CMParnters.esm

Should I choose door #1, 2 or 3? :)
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Katey Meyer
 
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Post » Mon Aug 09, 2010 3:59 pm

Do you not want your partner to turn invisible? Do you use OBSE? Clearly, since they have the same name, you cannot use both sets at the same time, and you have to use the ESM and ESP that go together (are in the same folder.) If you do not want your partners turning invisible, and you use OBSE and SI, copy the ESP and ESM from #3. There is no way to use them together, and it does not matter whether you override or delete, file names...
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Jason Wolf
 
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Post » Mon Aug 09, 2010 10:25 pm

Do you not want your partner to turn invisible? Do you use OBSE? Clearly, since they have the same name, you cannot use both sets at the same time, and you have to use the ESM and ESP that go together (are in the same folder.) If you do not want your partners turning invisible, and you use OBSE and SI, copy the ESP and ESM from #3. There is no way to use them together, and it does not matter whether you override or delete, file names...


OK #3 it is. Thanks.
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Justin Hankins
 
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Post » Mon Aug 09, 2010 8:36 pm

Yup. Again, the ReadMe is pretty clear on that point to, but I am surprised that the OMOD installed the extras. Maybe I will write up an OMOD script for that to when I return home a few weeks from now...
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Taylrea Teodor
 
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Post » Mon Aug 09, 2010 8:28 pm

I had ver 2 with an Omod, the script was pretty clear, but it Will let you install Doubles (Ess.& NE, (you ban have a LOT of potential compainions running around))
I think I would just uninstall them and try again...
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El Goose
 
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Post » Mon Aug 09, 2010 11:33 pm

It give you option of mixing the ES and NE pre-made companions. That has nothing to do with which main files to use. I think that the reason why I know the CM script is because I altered it not to install those extra plugins, cluttering my Data folder. It handles the ES and NE options just fine. The confusion resulted from the extra main plugins it installs, not to mention, the folder names are not completely clear. If you read the ReadMe, that should not be a problem, but you cannot just look at the folder structure of the archive and figure out what all of your choices really are.

Edit: The mod was installed just as intended...
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Racheal Robertson
 
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Post » Mon Aug 09, 2010 11:04 pm

UPDATE: OK I am STILL trying to find Tana (from CM Partners). I opened the CS and have a number for her, which matches TES4Edit's number I found for her. I don't know if that's the refID or not but it seems to be the correct number of digits, and I couldn't find anything otherwise. Her number is 030035E4.

So I tried a variety of things but get errors whatever I do to bring her back. I tried the same thing on another CM parter (in case something really bad happened to Tana) but that didn't work either.

I tried:

* player.moveto 0300354E4 -- I was going to move to wherever she might be

* tried doing:
prid 0300354E4 (and planned on resurrecting her in case she's dead). That didn't work either - I got an error message.

It seems that I'm not using a proper reference ID. If the id above isn't correct, how exactly do I find it in the CS?

Thanks.
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Charlotte Buckley
 
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Post » Mon Aug 09, 2010 8:37 pm

You cannot use the CS to find the RefID. The RefID is simply the formID with the first two hex digits substituted for the plugin's load order. For example, if CM Partners contains a record 0156af900, then the in-game RefID with CM Partner loading in position 12 would be 0c56af900.

Edit: You can also print out an info file by using the format "save 1" I believe. If your companion is still in your game, she should show up in that file.
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Sherry Speakman
 
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Post » Tue Aug 10, 2010 2:04 am

You cannot use the CS to find the RefID. The RefID is simply the formID with the first two hex digits substituted for the plugin's load order. For example, if CM Partners contains a record 0156af900, then the in-game RefID with CM Partner loading in position 12 would be 0c56af900.

Edit: You can also print out an info file by using the format "save 1" I believe. If your companion is still in your game, she should show up in that file.


OK UnknownK above said to use the CS. I figured there was a problem when I opened it since the number was the same as the one in TES4 which didn't work either. I knew it said FormID but thought maybe... :P

To be honest Tom, I understood what's happening (in your first sentence) but didn't get what you're saying in the second one (in the Edit section). You mean in game I can type "save Tana 1" ???? Then what would I do with that file anyway to find the refid?

Basically, how do I obtain the RefID? :)
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Zach Hunter
 
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Post » Tue Aug 10, 2010 12:19 am

I thought I just explained how in the last post... Anyway, open up the companion's mod in TES4Edit or TESCS, does not really matter which. Write down the last six chars. Tag the two hex digits of the plugin's load order to the front, and that gives you the refID. That save command should create a TXT file, tana.txt.
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x_JeNnY_x
 
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Post » Tue Aug 10, 2010 1:17 am

Tom you did explain and I guess I just didn't understand it. :( Your second post seemed clearer to me and I'll give it a try. Thank you. :)
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Laura Ellaby
 
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Post » Mon Aug 09, 2010 1:51 pm

Tom you did explain and I guess I just didn't understand it. :( Your second post seemed clearer to me and I'll give it a try. Thank you. :)

That is fine. I am all about the "clarity." :D
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Arnold Wet
 
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Post » Mon Aug 09, 2010 4:34 pm

OMG I found her. I could not believe it! It took two times of me doing player.moveto -- the first time I was at Vaermina Shrine (behine Millstone farm where I left her). I tried to resurrect but nothing happened. I ended up trying player.moveto again and there she was in front of millstone farm. I asked her to follow me, and she went invisible and ran around the apple tree while invisible (I could hear her and kind of see where she was going). That was really very weird. So she might have been there the whole time but I didn't see her. Not sure why she was acting like that. (the Partner ring in CM just did not work for me whatsoever).

The Save Name 1 command helped so much.

I do have ONE more question. Wrye bash said the load order of her mod is 90. However, when I finally found her refid in the saved file, the load order was stated as 91. Why is it one off?
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Julie Ann
 
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Post » Mon Aug 09, 2010 6:20 pm

OMG I found her. I could not believe it! It took two times of me doing player.moveto -- the first time I was at Vaermina Shrine (behine Millstone farm where I left her). I tried to resurrect but nothing happened. I ended up trying player.moveto again and there she was in front of millstone farm. I asked her to follow me, and she went invisible and ran around the apple tree while invisible (I could hear her and kind of see where she was going). That was really very weird. So she might have been there the whole time but I didn't see her. Not sure why she was acting like that.

The Save Name 1 command helped so much.

I do have ONE more question. Wrye bash said the load order of her mod is 90. However, when I finally found her refid in the saved file, the load order was stated as 91. Why is it one off?

It should not be off. Was that save current with your LO?
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Susan
 
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Post » Tue Aug 10, 2010 5:04 am

It should not be off. Was that save current with your LO?


Yeppers. I double-checked WB again afterward, and it's still at 90 but the savefile is 91 and so is her refid.
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stacy hamilton
 
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Post » Mon Aug 09, 2010 5:00 pm

That is odd; however, RefIDs and FormID are very different, since multiple RefIDs can be associated with the same FormID. When you see records starting with "ff" those are RefIDs. Did you make a copy of her with the PlaceAtMe command, perhaps?


Edit: I assume that that is simply a different ID. The RefID and FormID are used for different things. Just use that save TXT file method when you need instance IDs.
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dean Cutler
 
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Post » Tue Aug 10, 2010 1:20 am

Yeah I'll be sure to remember that (I saved all the instructions) and can help others when they ask as well.
p.s. no i don't use the placeatme command since i've heard bad things about it :o
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joannARRGH
 
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