[RELz] Companion Master

Post » Sat Feb 19, 2011 1:05 am

That's strange, is it a vanilla horse of part of another mod?


According to TES4Edit and FormIDFinder its details are:

0004DE8F (from Oblivion.esm)

Object Ownership: Amroth (my CM companion)

Faction: (and this may be where the problem is coming up) Players Horse 000C792B

I notice that the other companions' mounts belong to the faction "Prey Animals" or somesuch.

Thanks for the assistance!
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pinar
 
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Post » Sat Feb 19, 2011 3:42 am

According to TES4Edit and FormIDFinder its details are:

0004DE8F (from Oblivion.esm)

Object Ownership: Amroth (my CM companion)

Faction: (and this may be where the problem is coming up) Players Horse 000C792B

I notice that the other companions' mounts belong to the faction "Prey Animals" or somesuch.

Thanks for the assistance!


Try using SetFactionRank 000c792b 0 in console to remove it from the faction. Those player horses might want to return to the stable though if it's not the players last ridden horse, so you can use the wait function on the horse to bypass that behavior. Make sure it's set no respawn also.
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Ownie Zuliana
 
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Post » Sat Feb 19, 2011 9:18 am

Try using SetFactionRank 000c792b 0 in console to remove it from the faction. Those player horses might want to return to the stable though if it's not the players last ridden horse, so you can use the wait function on the horse to bypass that behavior. Make sure it's set no respawn also.


Thanks will try that. Further testing suggests that that might not have been the issue though. I get the feeling that the companion was too close to his horse, although the others were pretty close too. I'll have to test it further though.

Some things from my last playing session:

What does the "stop tracking" option do on the companion tracking dialog? Doesn't seem to do anything. I would have thought it would remove all companions from the list or something. There is no mention in the readme.

I notice that accessing the inventory of a companion through your Share option unlocks any locked items (thankfully not causing a crash of course, as you explained). Is there any way to keep items locked and still access their inventory, or does your add-remove-add script on all their items make this impossible? I ask since I would hardly use the locking ability then, since I access their inventory fairly frequently and don't want to then go through each item again and re-lock it.

Is the CompanionHorseSupportFIX esp still necessary for CM Partners? If so, will merging it with CompanionMaster do any harm?

EDIT: Is there any harm in having a companion in two places in the companion list? Just curious. And lastly :D Is there any point to having the horses themselves on the companion list?
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Paula Rose
 
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Post » Sat Feb 19, 2011 6:54 am

Speaking of my companions has anyone experienced CTDs after riding a horse and then fast traveling?

I'm considering disabling the AI and leaving the horse so this would do the work.
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Mark
 
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Post » Sat Feb 19, 2011 10:36 am

Thanks will try that. Further testing suggests that that might not have been the issue though. I get the feeling that the companion was too close to his horse, although the others were pretty close too. I'll have to test it further though.

Some things from my last playing session:

What does the "stop tracking" option do on the companion tracking dialog? Doesn't seem to do anything. I would have thought it would remove all companions from the list or something. There is no mention in the readme.


Sometimes when they go to mount they get stuck, I think it's just a game bug. As I mentioned in the readme just giving their horse a nudge will get them to mount.

Stop Tracking stops the tracking quest disabling the quest arrow and stopping the script from processing. Not a big deal as the script only processes every 5 seconds, but if you're not tracking you have the option to stop the quest.

I notice that accessing the inventory of a companion through your Share option unlocks any locked items (thankfully not causing a crash of course, as you explained). Is there any way to keep items locked and still access their inventory, or does your add-remove-add script on all their items make this impossible? I ask since I would hardly use the locking ability then, since I access their inventory fairly frequently and don't want to then go through each item again and re-lock it.


No, all items are removed when you look at their inventory. No way around that I'm afraid, FO3 has a much better companion share feature, but it lacks some of the nice messagebox features that OBSE gives, so I can't even do the inventory there like I can here.

Is the CompanionHorseSupportFIX esp still necessary for CM Partners? If so, will merging it with CompanionMaster do any harm?


It is essential for the horse riding, resurrection, and location orders to work properly. I wouldn't merge it in Companion Master, you are better off merging it into one of the CM Partners esps.

EDIT: Is there any harm in having a companion in two places in the companion list? Just curious. And lastly :D Is there any point to having the horses themselves on the companion list?


You can have them in two places if you want, but I don't know why you would do that. You can remove them with the remove function, and it will only remove the one entry you select, not both, if you have them in two places.

Only reason to have horses in the list is if you want to be able to track them. I made it so that horses don't respond to the group commands even if they are in the list so you can dismount, give a group follow order, and that will reset the companions follow distances closer then when riding horses, but leave the horses where they are.
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clelia vega
 
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Post » Sat Feb 19, 2011 9:28 am

Stop Tracking stops the tracking quest disabling the quest arrow and stopping the script from processing. Not a big deal as the script only processes every 5 seconds, but if you're not tracking you have the option to stop the quest.


I seem to be having a problem with tracking my companions. They are in the list and I activate the tracking quest, and I cannot see them on the map.

No, all items are removed when you look at their inventory. No way around that I'm afraid, FO3 has a much better companion share feature, but it lacks some of the nice messagebox features that OBSE gives, so I can't even do the inventory there like I can here.


That's a pity. I think I will need to go back to this mod: http://www.tesnexus.com/downloads/file.php?id=26421

In order to lock items. Thought I would link to it if you might like ideas ;)

It is essential for the horse riding, resurrection, and location orders to work properly. I wouldn't merge it in Companion Master, you are better off merging it into one of the CM Partners esps.


Thanks, I will give that a try.

You can have them in two places if you want, but I don't know why you would do that. You can remove them with the remove function, and it will only remove the one entry you select, not both, if you have them in two places.

Only reason to have horses in the list is if you want to be able to track them. I made it so that horses don't respond to the group commands even if they are in the list so you can dismount, give a group follow order, and that will reset the companions follow distances closer then when riding horses, but leave the horses where they are.


Thanks for the info. Does the horse's owner stay set to a companion if the companion and/or the horse are removed from the list?

Once again, thank you for your time :D
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Lewis Morel
 
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Post » Sat Feb 19, 2011 12:51 am

I seem to be having a problem with tracking my companions. They are in the list and I activate the tracking quest, and I cannot see them on the map.


Do you have any mods that disable quest markers? You know you have to select one of your companions to track right? Check the video in the videos section for the mod on TESNexus if you need help understanding how it works. It probably explains it better than I can here.

That's a pity. I think I will need to go back to this mod: http://www.tesnexus.com/downloads/file.php?id=26421

In order to lock items. Thought I would link to it if you might like ideas ;)


If that mod does what you need then by all means use it. I only added the force equip stuff so people could manage multiple companion's items without the need to constantly run a gamemode script on them. It does have its limitations, but like the rest of the mod it's very efficient and only runs while you are selecting their gear.

Thanks for the info. Does the horse's owner stay set to a companion if the companion and/or the horse are removed from the list?

Once again, thank you for your time :D


The horse will stay owned by the NPC. If you want to change the ownership you can always go to a stable and set the horses owner to someone at the stable. You would have to add that stable NPC to the companion list for a short time to do that.
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Killer McCracken
 
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Post » Sat Feb 19, 2011 7:12 am

Do you have any mods that disable quest markers? You know you have to select one of your companions to track right? Check the video in the videos section for the mod on TESNexus if you need help understanding how it works. It probably explains it better than I can here.


Duh! Yes I do, thanks man :)

If that mod does what you need then by all means use it. I only added the force equip stuff so people could manage multiple companion's items without the need to constantly run a gamemode script on them. It does have its limitations, but like the rest of the mod it's very efficient and only runs while you are selecting their gear.


Right, I have no problem with your design methods if efficiency and economy were the focus ;)

The horse will stay owned by the NPC. If you want to change the ownership you can always go to a stable and set the horses owner to someone at the stable. You would have to add that stable NPC to the companion list for a short time to do that.


Thanks for the info!
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Etta Hargrave
 
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Post » Sat Feb 19, 2011 9:12 am

Just a thought: since the game tends to crash if you lock a companion's inventory and then ask them to share, you might want to put to disallow this (if it's possible) and put up a dialog box explaining very briefly why, if you try to share under those circumstances. It's all too easy to forget the circumstances between game sessions, or when you're leading several companions at a time.
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Laura-Jayne Lee
 
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Post » Sat Feb 19, 2011 12:36 pm

Just a thought: since the game tends to crash if you lock a companion's inventory and then ask them to share, you might want to put to disallow this (if it's possible) and put up a dialog box explaining very briefly why, if you try to share under those circumstances. It's all too easy to forget the circumstances between game sessions, or when you're leading several companions at a time.


Well it is explained very well in the readme, and you can still use the share option from this mod without it crashing even if you don't unlock. I actually got this working much better in Fallout 3 as you have direct access to a teammate's inventory and don't need to use another container. If it is really a problem for people I can just remove the function. :shrug:
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Harry Leon
 
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Post » Fri Feb 18, 2011 10:09 pm

If it is really a problem for people I can just remove the function.


Don't remove the share option, its great to be able to access a companion's inventory from wherever!
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Kelsey Anna Farley
 
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Post » Sat Feb 19, 2011 4:52 am

Don't remove the share option, its great to be able to access a companion's inventory from wherever!

I just meant I would remove the lock items if people seem to be having problems with it.
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James Wilson
 
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Post » Sat Feb 19, 2011 1:31 pm

Oops, oh yeah sorry /endpanic :D
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Keeley Stevens
 
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Post » Sat Feb 19, 2011 1:09 pm

Well it is explained very well in the readme, and you can still use the share option from this mod without it crashing even if you don't unlock. I actually got this working much better in Fallout 3 as you have direct access to a teammate's inventory and don't need to use another container. If it is really a problem for people I can just remove the function. :shrug:


It's hardly necessary to remove what works well. I'm just suggesting putting a cushion between your users and a crash that could result from a perfectly understandable mixup, that's all. But it's entirely up to you.
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Antony Holdsworth
 
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Post » Sat Feb 19, 2011 1:10 am

It's hardly necessary to remove what works well. I'm just suggesting putting a cushion between your users and a crash that could result from a perfectly understandable mixup, that's all. But it's entirely up to you.



Now I'm glad you suggested it as I found some potential problems relating to the function. I rewriting a good portion of the scripts that deal with locking/unlocking items, and the share function. I only intended to try putting a warning message in there, but that made me notice the errors. So once I get the errors fixed I will add some kind of warning message. Thanks.
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Amy Gibson
 
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Post » Fri Feb 18, 2011 11:57 pm

I fixed the error I found, and added a warning to the lock items command. The warning can be turned off once it has been read the first time. Here's the detailed description from the readme.


Version 4a:

Changed some code regarding the Lock Companions Gear option. Now when using this option a message box will warn the player about using share options from mods other than Companion Master while companions have locked gear. This message can be turned off once you have read it.

Also fixed the share option to make sure all items equipped using the Lock Companions Gear are handled properly. Previously some items that used unusual slot combinations would not get removed causing a lock up. Now all equipped items will be removed before opening the share container preventing the possibility of lockups/crashing. There is a small delay now when using the share feature as items are unequipped.
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sam westover
 
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Post » Sat Feb 19, 2011 6:54 am

should something like this be used in place of something like CM Partners? Or is this more a companion mod (for a lack of a better word :P)
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Amy Siebenhaar
 
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Post » Sat Feb 19, 2011 11:06 am

should something like this be used in place of something like CM Partners? Or is this more a companion mod (for a lack of a better word :P)

No, this mod is more of a companion control mod. It adds features to companions you already have that might be lacking some things. It also gives you a centralized control area to issue commands to companions without having to use their dialogue.
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Add Me
 
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Post » Sat Feb 19, 2011 9:55 am

And having said that, its a fantastic mod :D
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Elina
 
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Post » Sat Feb 19, 2011 9:05 am

b3w4r3, great mod.

But I suggest that you add something to it and that is meeting points and home points so that a companion can be sent away back to the player's homes or to a tavern. I think this will be a helpful addition to this mod.
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Nany Smith
 
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Post » Sat Feb 19, 2011 6:01 am

And having said that, its a fantastic mod :D


Thanks, always nice when people get some use out of my mods.

b3w4r3, great mod.

But I suggest that you add something to it and that is meeting points and home points so that a companion can be sent away back to the player's homes or to a tavern. I think this will be a helpful addition to this mod.


I tried adding a mark and recall but had trouble getting cell names in some cases. I'll try again and see what I come up with. I have a functional mark and recall in my fallout 3 version of this mod, but can't use names at all there so I had to use Location 1, location 2, etc. If I have to use that here I can but would prefer it to be a little more insightful.
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Laura Elizabeth
 
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Post » Sat Feb 19, 2011 6:26 am

I added some Mark and recall options. Also fixed the Companion Tracking that was apparently broken if you activated the Command Ball using a hot key. Here's the detailed info...


Version 5:

Fixed the Companion Tracking option.

Added a mark and recall option menu. To access this menu you have to hold down the activate button while activating the Command Ball. This menu displays the following options. These options will not work on actors that are mounted on horseback.

Mark a Location: This option will make the current location the player is standing, and then ask you to set a location slot. There are 8 location slots that can be saved. Interior cells will store the cell name as the button, but exterior cells will still show . This may be fixed in future versions of OBSE.

WARNING - Locations should not be marked in towns (child world spaces). Initially they will be operable displaying the town name, but as soon as you leave that world space that slot will display and will lock up your game if you try to teleport there.

Travel to a Location Alone: This option will teleport the player to the selected location without companions. Make sure you select a location you have already set or you will end up in an empty holding cell as that's where the markers are stored until they are set the first time.

Travel to a Location with Companion: This option will teleport the player, and any companions near the player, to the selected location.

Send a Companion to a location: Sends the selected companion, or all companions to the selected location without the player, and forces a wait package on those companions to make sure they stay put.

Send a Companion to my Location: Teleports the selected companion, or all companions, to the players current location, and adds a follow package to each companion that was teleported.
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Justin Hankins
 
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Post » Sat Feb 19, 2011 7:43 am

Thanks! This should help a great deal with those "problem" companions who never seem to teleport easily.
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lacy lake
 
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Post » Fri Feb 18, 2011 10:57 pm

could there be an option to allow a companion to be added to or removed from a faction? this would fix many issues with companions that dont get along
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Chenae Butler
 
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Post » Sat Feb 19, 2011 10:52 am

This is not a bump, but just to note that I'm using this mod for a while and I found a lot of useful features on it.
1- Companion lokckpicking work great and it's really balanced; nothing to do with lockpicking which can be found in CSR.
This morning I ordered a assassin companion (level 12) to pick a lock of a "very hard chest" in Fort Homestead; with CSR he has done it instantly while with Companion Master he failed and broke a lockpick in his attempt.
2. Companion Master Armorer support: some companions stop repairing their armors/weapons (or some special items like silver shotsword) after sometime for unknown reason; I had to deactive and re-activate Armorer support on companions but nothing worked.
Also if an armor take more slots (one piece of armor that equip cuirass + greaves + boots + guaunlets), companion has tendency to repair armor above 100 (I got 102/100 and 122/100) in test. Maybe a limitation of the formula used in this mod.
3. Adding/Removing spells in a companion: very nice features.
Companion have tendency roll randomly in their spells lists; they have no "intelligence" to select the "good spell" at the "right time".
This is a limitation of Oblivion engine. Maybe more work should be concentrated in this feature because of it's importance.
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Carys
 
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