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Mad Companionship Spells, MCS Extension & HumanTouchNPC!


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251 replies to this topic

#21
Justinof

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No need to do a clean save, i have installed it when i had already 96 companions and i had no problems.
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#22
Dreamer102

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Awesome!
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#23
DogOnPorch

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This is indeed a step-up from plain old CSR which I still keep active for a few reasons...mainly the ability to get your mage NPCs to learn spells from scrolls which is VERY handy as I'm sure many of you know all too well.

It'd be nice if one could tell the NPCs when to change their clothes in MCS. Do they always do it automatically or is there a way to keep them in their armor while in the dungeon, etc, etc.??
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#24
AzOutback

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It'd be nice if one could tell the NPCs when to change their clothes in MCS. Do they always do it automatically or is there a way to keep them in their armor while in the dungeon, etc, etc.??

Hit them with the MCSextension spell. There is an option Auto (clothes or armor) or Always Armor.


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#25
DogOnPorch

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It'd be nice if one could tell the NPCs when to change their clothes in MCS. Do they always do it automatically or is there a way to keep them in their armor while in the dungeon, etc, etc.??

Hit them with the MCSextension spell. There is an option Auto (clothes or armor) or Always Armor.



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Much thanks.
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#26
Justinof

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Be aware that if you use the "auto change", the NPC needs clothes that haven't an armor value, otherwise he/she stay naked when not in combat.
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#27
Justinof

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Hi, I may be just a nub, but I tried reading the readme and searched before asking this: It keeps stating any NPC I make a companion as 'temporary' as well as a constant charm spell effect activating on the NPC. I also cant seem to have any of them enter into the companion listing.

What am I doing wrong? Any help would be appreciated (great mods regardless!)


If you make a companion of a respawning NPC (es. bandits, creatures, human daedras), he/she become a "temporary" companion, and as such has some limitations: no teleporting ability (through spell), no entry in the companions' book, orders given are active only for a short time (untill they don't leave the PC cell for more than 3 days).

For a full featured companion, use the spells on a unique NPC (es. whit a proper name, whit an unique ID number).


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#28
EvenstarGW

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This is indeed a step-up from plain old CSR which I still keep active for a few reasons...mainly the ability to get your mage NPCs to learn spells from scrolls which is VERY handy as I'm sure many of you know all too well.

It'd be nice if one could tell the NPCs when to change their clothes in MCS. Do they always do it automatically or is there a way to keep them in their armor while in the dungeon, etc, etc.??


http://www.tesnexus....le.php?id=16960

Simpler mod to teach spells to NPC's, if that's all you use CSR for.
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#29
Dreamer102

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Hi, I may be just a nub, but I tried reading the readme and searched before asking this: It keeps stating any NPC I make a companion as 'temporary' as well as a constant charm spell effect activating on the NPC. I also cant seem to have any of them enter into the companion listing.

What am I doing wrong? Any help would be appreciated (great mods regardless!)


If you make a companion of a respawning NPC (es. bandits, creatures, human daedras), he/she become a "temporary" companion, and as such has some limitations: no teleporting ability (through spell), no entry in the companions' book, orders given are active only for a short time (untill they don't leave the PC cell for more than 3 days).

For a full featured companion, use the spells on a unique NPC (es. whit a proper name, whit an unique ID number).



Ah, that explains why I can't get some "captured" random NPCs to act right. I'll have to release that werewolf woman I renamed. I was hoping to lock her in a cell in my castle by using the "Call" function while I was noclipped into a holding cell/prison.

I guess I'll just have to use the "moveto.player" function instead.

I wish oblivion/MMM/Curse of Hircine had a more awesome transformation sequence...*sigh*
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#30
Dreamer102

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http://www.tesnexus.com/downloads/file.php?id=16960

Simpler mod to teach spells to NPC's, if that's all you use CSR for.


Ooooh, can't wait to try this!

EDIT: It doesn't work at all. Mod author has no interest in fixing it either.

:(
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#31
block2001

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This is an awesome mod however I have one and ONLY ONE issue with it...well more like a feature that i wish as not there and that is when you get jailed with mcs companions following you it forces you to load a previous save...many times I have lost a lot of playtime because of this but oh well I just gotta make sure when a guard comes to arrest me to tell my partners to flee :P
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#32
gregathit

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This is an awesome mod however I have one and ONLY ONE issue with it...well more like a feature that i wish as not there and that is when you get jailed with mcs companions following you it forces you to load a previous save...many times I have lost a lot of playtime because of this but oh well I just gotta make sure when a guard comes to arrest me to tell my partners to flee :P


While that is a good idea.....an even better one is to get into the habit of saving more often :cool:


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#33
block2001

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Btw I cant seem to get the Repair/Recharge spell to work...are there any specific requrements in order to use it?
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#34
EvenstarGW

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http://www.tesnexus.com/downloads/file.php?id=16960

Simpler mod to teach spells to NPC's, if that's all you use CSR for.


Ooooh, can't wait to try this!

EDIT: It doesn't work at all. Mod author has no interest in fixing it either.

:(


Must be a conflict of some sort. I've tried it and it worked fine:
Cast the spell on one of my Hiyoko kids.
Went into spell list to select a spell.
It came up with a message that the kid didn't meet the required destruction skill.
Tried again, this time with a novice level frost bolt.
The kid played a reading animation for a bit, then it gave a message that the spell was learned.
Went into battle and the kid started firing off frost spells, which they normally don't.


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#35
DogOnPorch

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CSR and MCS seem to play OK together. I use the MCS 'follow, wait, etc' and CSR for combat behaviour. No problems....so far.
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#36
gregathit

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CSR and MCS seem to play OK together. I use the MCS 'follow, wait, etc' and CSR for combat behaviour. No problems....so far.


You should be ok with those two running. CM partners and them however......:(
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#37
DogOnPorch

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CSR and MCS seem to play OK together. I use the MCS 'follow, wait, etc' and CSR for combat behaviour. No problems....so far.


You should be ok with those two running. CM partners and them however......:(


Never did like CM Partners that much. CSR I'm very familiar with so there are few 'Jack-in-the-Box' type surprises anymore (hmmm...should everybody be a glowing pink ogre after installing this mod :D )

MCS is the cat's meow, though, for most of my companion activity, now. No more having to travel to get them...they can travel to you. Most excellent. Plus setting a pile of girlfriends on 'Relax' and then having a beer while taking-in the results is worth the price of admission right there. :D
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#38
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I haven't had a problem yet with these and CM Partners.

Yet. :D
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#39
EvenstarGW

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For me MCS works ok with CM partners as well, apart from a few quirks. You just have to be aware that in most cases, MCS will simply override CM commands. Tell them to "do free" and the CM functionality works as it should. It's not just with CM's that MCS has this conflict. If you put someone on stay and then use another mod to make them follow such as a lovers invite, they will not go more than a few feet before being pulled back.
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#40
block2001

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I kinda like that though for example I use the Fate Stay Night Saber Companion Series mod which adds an extremely overpowered companion who basically can kill almost anything, so what I did is use the MCS stay command at a player home so that is where she will return to then when I find myself in a tight spot overwhelmed with enemies I use the command that comes with the character to summon and BAM enemies destroyed but because She has the MCS Stay function on her she returns back to the home right after the battle...its pretty epic :)
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