Improved Teleportation and Barons Partners?

Post » Fri May 27, 2011 10:40 am

I've added a couple of new companions via Barons Partners. They seem to work fine but for some reason Improved Teleportation won't work with them. Can't even recall if I've ever tried it on one of the ordinary partners from the mod. Anyway, what could cause this? IT usually seem to work on all NPC's that are in follow mode IIRC.
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Kelli Wolfe
 
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Post » Fri May 27, 2011 5:05 am

What do you mean it doesn't work? Like - does it do anything at all? Does it tell you they're added to the list then not transport them? Or what?

Also - I've never used Barons Partners. Are the companions unique? Anything odd/special about them?
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Pawel Platek
 
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Post » Fri May 27, 2011 6:44 pm

What do you mean it doesn't work? Like - does it do anything at all? Does it tell you they're added to the list then not transport them? Or what?

Also - I've never used Barons Partners. Are the companions unique? Anything odd/special about them?


Normally, I can cast the spell on any NPC in follow mode and get the option to add him/her to the companion list. With my customized Baron Partners the spell does nothing, even though they are companions and following me. I'll try to check out how they are set up.

Alternatively, which is the easiest way of adding your own companions? I mainly want to try out new heads/hairs etc. and have them as eye candy, so no need for really advanced companion scripts and such.
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Claire Mclaughlin
 
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Post » Fri May 27, 2011 5:33 pm

That's odd - IT should just add anyone in follow mode without protest IIRC. I might take a look at this mod in case there's something weird that messes up teleporting companions.

Anyway - I imagine CM Partners and similar mods should work OK. Or Fligg's slave mod (if you wanted to have custom slaves). You could use Grumpy's template but that's not intended for adding to a bunch of companions at once, so you'd have to do more editing with that.
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Daniel Holgate
 
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Post » Fri May 27, 2011 2:41 pm

You could try to cast a Command Humanoid spell on them to check if they use another kind of follower mode. NPCs and creatures under your command are in IT compatible follower mode for sure.
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D LOpez
 
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Post » Fri May 27, 2011 7:54 pm

That's odd - IT should just add anyone in follow mode without protest IIRC. I might take a look at this mod in case there's something weird that messes up teleporting companions.

Anyway - I imagine CM Partners and similar mods should work OK. Or Fligg's slave mod (if you wanted to have custom slaves). You could use Grumpy's template but that's not intended for adding to a bunch of companions at once, so you'd have to do more editing with that.


You could try to cast a Command Humanoid spell on them to check if they use another kind of follower mode. NPCs and creatures under your command are in IT compatible follower mode for sure.


It's not Barons Partners, it's that feature in Improved Teleportation that suddenly doesn't work. Tried it with a default partner from the mod, her and another NPC under Command - and lastly with my other companions on which it worked just a couple of days ago. But it didn't work in either case. I'm a bit hesitant on uninstalling/reinstalling it as I have all Greater Marks set but I guess that's the best bet.
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sunny lovett
 
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Post » Fri May 27, 2011 7:39 am

Ah, I get it now :embarrass:

Hm, I did dl Baron's Partners (and the latest CM Partners, which I didn't have) - the scripts shouldn't interfere directly with IT but they might perhaps interfere indirectly. They're a bit on the buggy/unstable side, and this can affect other running scripts.

The other thing is that if something goes wrong with the storage of values for IT you're in trouble. And it's not easy to remove either. If you do remove it, you should probably reset the variable cdc_teleportation to 0 in case anything's checking it. Not sure if there's anything else you need to do atm.
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kat no x
 
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Post » Fri May 27, 2011 9:38 am

The other thing is that if something goes wrong with the storage of values for IT you're in trouble. And it's not easy to remove either. If you do remove it, you should probably reset the variable cdc_teleportation to 0 in case anything's checking it. Not sure if there's anything else you need to do atm.


That seems to be it. If I try to load a save without IT I get this warning before CTD:

Expression Error Unable to find object "cdc_companion_teleport_spell" in script cdc_teleport_monitor_script.


I tried resetting cdc_teleportation to 0, saving - and then loading the save without IT. But it crashed the same.

Guess I either have to live with the broken IT or revert to an older save while it still worked.

EDIT: Weird. If I revert to save where I know for a fact that it worked fine before - it is still broke.
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Jessica Stokes
 
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Post » Fri May 27, 2011 9:25 pm

One more thing you could try - if you go into the Data Files\MWSE dir, there should be files called cdcitc, cdcitm and cdctmp. If you take a look at these (especially cdcitc, which is the companion list) you may find there's something wrong with the files (the companion list should be a list of NPC IDs separated by nulls, btw). You might possibly be able to fix it, or otherwise try renaming them so the mod can't find them and see if it recreates the files OK.
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An Lor
 
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Post » Fri May 27, 2011 9:09 pm

One more thing you could try - if you go into the Data Files\MWSE dir, there should be files called cdcitc, cdcitm and cdctmp. If you take a look at these (especially cdcitc, which is the companion list) you may find there's something wrong with the files (the companion list should be a list of NPC IDs separated by nulls, btw). You might possibly be able to fix it, or otherwise try renaming them so the mod can't find them and see if it recreates the files OK.


Thanks for the tip. The files seem OK as far as I can tell - which is not particularily far in this case. Moving the cdc files into a backup folder, it created new ones after loading/exiting the game. Oddly enough I still had the correct Greater Mark and Companion lists even when loading without the cdc files. Oh, well, guess it's time for new character anyway.
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john page
 
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Post » Fri May 27, 2011 6:18 am

For me, if there are companions at the IT list, I first have to summon them to me before I can add a new one. So if I cast the spell on a new companion and the listed companions are not nearby, I do not get the "add to list" option. I always considered this to be a restriction of the system per se.

But you say, nothing happens at all, even the "summon to me" message does not come up?

I remember once I had to clear the companion list because of a similar issue. Cdcooley helped with the console cheats to do this, but I do not recall the details. Just this, after clearing all the slots, I think I had to restart a script...
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RAww DInsaww
 
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Post » Fri May 27, 2011 1:24 pm

But you say, nothing happens at all, even the "summon to me" message does not come up?


Yes, I get the "summon to me" message. But when casting it on NPC's in follow mode I still only get the "summon to me" message - not the one where you can add him/her to the list.
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Cheryl Rice
 
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Post » Fri May 27, 2011 10:02 am

Sounds normal to me, as long as (if the companion list is not empty) you can summon the listed companions to you first, then add a new companion.
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Jose ordaz
 
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Post » Fri May 27, 2011 7:16 am

Sounds normal to me, as long as (if the companion list is not empty) you can summon the listed companions to you first, then add a new companion.


Seems you are right. Embarrassing. Guess I've always had Julan with me when using the spell before so I hadn't noticed. So you basically need all companions present in order to add a new one?
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Jack Moves
 
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Post » Fri May 27, 2011 3:13 pm

Yes. It may not have been intended this way, but that's how it always worked for me.
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Susan
 
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Post » Fri May 27, 2011 6:27 am

Closed per OP request.
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Guinevere Wood
 
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