Can't figure this out

Post » Fri Apr 22, 2011 7:50 pm

Alright I've got a heavily modded oblivion game something near 75+ mods. One of them being Cm-partners because I need it. Anyway getting to the point this mod adds several essential tagged npcs into the game as do many of the other mods I've download. My question is how do I remove these essential tags in the construction set. I've already booted it up ran the esp file and un-checked the essential boxes yet they still appear essential in my game what do I have to do to make them completely unessential. I hate essential npcs lolz.
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Lexy Corpsey
 
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Post » Fri Apr 22, 2011 6:33 pm

Alright I've got a heavily modded oblivion game something near 75+ mods. One of them being Cm-partners because I need it. Anyway getting to the point this mod adds several essential tagged npcs into the game as do many of the other mods I've download. My question is how do I remove these essential tags in the construction set. I've already booted it up ran the esp file and un-checked the essential boxes yet they still appear essential in my game what do I have to do to make them completely unessential. I hate essential npcs lolz.



far from it...

use TES4Edit?
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Dustin Brown
 
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Post » Fri Apr 22, 2011 4:29 pm

no why is TES4Edit capable of disabling the essentials?
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Steve Bates
 
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Post » Sat Apr 23, 2011 1:37 am

I'm guessing the data is still in your save game.
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Brian LeHury
 
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Post » Fri Apr 22, 2011 4:13 pm

maybe that could be it ^
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Marquis T
 
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Post » Fri Apr 22, 2011 4:54 pm

Alright I've got a heavily modded oblivion game something near 75+ mods.


Heavily modded? :rofl:
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Emzy Baby!
 
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Post » Fri Apr 22, 2011 2:42 pm

There are versions of CM Partners with non-essential companions (which are included on the CM Partners download page). There is also a mod called Set Essential Actors that allows you to toggle the essential flag on NPCs in game with a spell (if I recall correctly). Finally, (the option I use) you can use Wrye Bash and build a bashed patch that sets essential NPCs to unconscious for extended periods of time after falling in combat (in my case 5 minutes), so that once a partner falls he or she is out for the duration of ongoing combat.

Regards,

Hem

P.S. As someone stated above, most likely the companions in your game are now saved to the save game file as essential, so you will need to deactivate the mod, make a clean save, then activate the CM Partners mod again and go find your existing companions and requip them -- if you want them set to non-essential and don't want to use Set Essential Actors.
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electro_fantics
 
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Post » Fri Apr 22, 2011 9:35 pm

There are versions of CM Partners with non-essential companions (which are included on the CM Partners download page). There is also a mod called Set Essential Actors that allows you to toggle the essential flag on NPCs in game with a spell (if I recall correctly). Finally, (the option I use) you can use Wrye Bash and build a bashed patch that sets essential NPCs to unconscious for extended periods of time after falling in combat (in my case 5 minutes), so that once a partner falls he or she is out for the duration of ongoing combat.

Regards,

Hem

P.S. As someone stated above, most likely the companions in your game are now saved to the save game file as essential, so you will need to deactivate the mod, make a clean save, then activate the CM Partners mod again and go find your existing companions and requip them -- if you want them set to non-essential and don't want to use Set Essential Actors.

Thanks hemingway thats what I was looking for :twirl:
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Gaelle Courant
 
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