fejeena Posted March 13, 2017 Posted March 13, 2017 ?? You can get any NPC pregnant, folllower or not. Use Lovers. And with this Mod you can make any NPC your follower. And of course you can dismiss your companion, and the NPC returns to its original behavior / AI / daily routine.
nightshad Posted March 13, 2017 Posted March 13, 2017 ?? You can get any NPC pregnant, folllower or not. Use Lovers. And with this Mod you can make any NPC your follower. And of course you can dismiss your companion, and the NPC returns to its original behavior / AI / daily routine. thank you so much again!
gregathit Posted May 27, 2017 Posted May 27, 2017 why's my companion just standing they never help? How the heck would we know? You don't provide your load order, situation in which this occurs or any other information that we would need to possibly help you. We are good, but not that good.
fejeena Posted May 27, 2017 Posted May 27, 2017 Settings? You can set it that he will be add to player faction. If he is not in your faction and don't like you he does not help.
Bowjobs Posted May 28, 2017 Posted May 28, 2017 why's my companion just standing they never help? How the heck would we know? You don't provide your load order, situation in which this occurs or any other information that we would need to possibly help you. We are good, but not that good. SORRy Settings? You can set it that he will be add to player faction. If he is not in your faction and don't like you he does not help. Basically what i did was recruiting a battalion army to attack imperial city. And here's my problem after i hit someone innocent or guards, all of my recruitment just standing there just watching me dead.
fejeena Posted May 28, 2017 Posted May 28, 2017 You are right: I tried it, they don't attack guards. You can attack a village and your companions help to kill all NPCs, even if you are the aggressor. But they do not attack guards, even if the guard is the aggessor. I used the console: startCombat player. So the guard attacked me without a reason, no bounty, no resisting arrest. But the companions just watch. But I have not found anything in the MCS scrips, so maybe it is Oblivion. Then all companion Mods/Systems will have that problem. Yes that's stupid. So you must kill all Guards in the city and your companions will kill all other NPCs. EDIT Or you use the the barrage target spell, from HumanTouchNPC 2.3a ( have not tried it yet but should work ) Then your companions will attack the target. And then the other gurds should attack the companions....then you have your fight.
Bowjobs Posted May 28, 2017 Posted May 28, 2017 You are right: I tried it, they don't attack guards. You can attack a village and your companions help to kill all NPCs, even if you are the aggressor. But they do not attack guards, even if the guard is the aggessor. I used the console: startCombat player. So the guard attacked me without a reason, no bounty, no resisting arrest. But the companions just watch. But I have not found anything in the MCS scrips, so maybe it is Oblivion. Then all companion Mods/Systems will have that problem. Yes that's stupid. So you must kill all Guards in the city and your companions will kill all other NPCs. EDIT Or you use the the barrage target spell, from HumanTouchNPC 2.3a ( have not tried it yet but should work ) Then your companions will attack the target. And then the other gurds should attack the companions....then you have your fight. very effective using humanoid spell, the problem is if the spell expire bunch of maggots will started attacking you. its too hilarious EDIT If you find a mod that will remove the time limit of spells please let me know.
Guest Posted May 30, 2017 Posted May 30, 2017 Is there a way to convert CM companions to normal N{Cs so one can use them with MCS? I thought about maybe placing the NPC on the map and delting all the CM scripts attached to them, but I'm not sure.
fejeena Posted May 30, 2017 Posted May 30, 2017 Is there a way to convert CM companions to normal N{Cs so one can use them with MCS? I thought about maybe placing the NPC on the map and delting all the CM scripts attached to them, but I'm not sure. Yes , thats what many people do if they want to use a CM companion. Delete the CM master file entry( the esm) in the companion esp. You can do it with TES4Edit. Load the esp, delete the CM master entry, close TES4Edit. Load the esp again and use the "check for errors" funktion. Delete all errors. ( missing scripts, AI packages, spells....from the CM esm ) Now you have the NPC without CM.
Kagor Posted May 31, 2017 Posted May 31, 2017 fejeena all correctly to you has told or said - - Many companions from CM-partners after cleaning Become excellent companions for MCS. The exception is companions with their script System - for example GGC Valeria.The script system of Valeria is best left unchanged - it is good for this companion. Or Villa - it is not allowed to use the MCS - it starts behaving inadequately and its quests are broken.
puddles Posted August 25, 2017 Posted August 25, 2017 So...I am truly perplexed by something. I've been using this mod for years and never figured out the source of conflict here. I don't think it's MCS, but I know it's due to the auto-regen trait that it attaches to companions conflicting with...something else. Whenever an actor (or creature) with Restore Health gets KO'd, they...just remain unconscious indefinitely. Clicking on them prompts a "X is unconscous" message. I've left the game idling for 30 minutes and came back: still unconscious. If I remove the Restore Health trait, they eventually get back up. Any ideas what the issue could be?
etayorius Posted March 6, 2018 Posted March 6, 2018 Is there a way to stop Followers from removing their clothes when you tell them to relax? I also got an issue everytime i use the HumanTouch Spell i get some weird symbols which i don't understand, this happens regardless of mod load order. Any help?
fejeena Posted March 6, 2018 Posted March 6, 2018 I never noticed the companions remove clothes .... but most of my companions don't wear clothes ( only amulet slot ) And the " weird symbols " are not translated scripts. Messages in scripts. Wait some time I will check the esp and try to translate it ( I never used human touch. Only MCS and MCS extension ) EDIT: The esp should be english. In the ini you can choose the language ( default is english ) ;Language to use for the nouns of status display ; 0 ... English ; 1 ... Japanese (according to van and Shin) Set aaaHumantouchNPCQuest.StatusJapanese to 0 --------------------------------------------------------------------------------------------------------- EDIT2: I check the esp and all scripts. When you use the right ini setting ( Set aaaHumantouchNPCQuest.StatusJapanese to 0 ) there are no " weird symbols " Have you downloaded this version? https://www.mediafire.com/?z5cv9vqzk9wph11 Have you installed the Mod NOT with Nexus-Modmanager !!! Nexus Modmanager can not install ini folders/files. Use Oblivion Modmanger for Oblivion !!! Or install manually. ............................... Here the esp in full english. Even with wrong ini setting ( Japanese ) all words are english. ( you still need the original file, the bsa and ini ) HumantouchNPC.7z 2
puddles Posted March 8, 2018 Posted March 8, 2018 So, something I've always wondered, @fejeena ...do you have any idea what the Hate spell's function is? The .ini talks about a "Knighthood AI", but that still doesn't explain much.
fejeena Posted March 8, 2018 Posted March 8, 2018 I never used Human touch esp This ini part Spoiler ;'Hate(Hate)' ;Time interval(s) Player may cast Hate (Hate) ; HateDelayMin ... minimum (s) ; HateDelayMax ... maximum (s) Set aaaHumantouchNPCQuest.HateDelayMin to 2.5 Set aaaHumantouchNPCQuest.HateDelayMax to 5.0 ;When Player uses 'Hate', is 'Knighthood AI' used? ; 0 ... Disable ; 1 ... Enable Set aaaHumantouchNPCQuest.HateKnightAI to 1 ;Display 'Hate(Hate)' activation message? ; 0 ... Do not display ; 1 ... Display Set aaaHumantouchNPCQuest.HateMessage to 0 ;Display 'Hate(Hate)' activation effect? ; 0 ... Do not display ; 1 ... Display Set aaaHumantouchNPCQuest.HateEffect to 1 The readme Spoiler • The players chant "hate" is (Target) and (contact) can now be chosen by setting the ini file Take off your shoes after the NPC in bed · 'Equip Sleep' If there have been talking to the players now wear shoes A · NPC "hate" and "heel" while casting a spell of Until now it was immobile condition persists until the motion is completely finished casting After firing the magic has changed the spec to move quickly · 'Barrage! Has changed the magic effect' (to distinguish them hate) When you are riding • The actor is now some function does not work While doing so was the conversation • The actors do not do Say · 'Nimble Movement' is now valid only for the features that fellow NPC The default setting in the ini also is "ON" has been changed to 'Barrage in setting · ini! Of' (target) and (contact), now in reverse set number of - "Unification attack target 'Target Leader'" and "'Barrage! Directed barrage of'" the If carried out simultaneously, to prioritize targets which had been unknown since "'Barrage!'> 'Target Leader'" is now a clear priority of · 'Hate (Hate) is repeated a corrupted' effect has now disappeared earlier · 'Hate (Hate) has been changed to expose the FireDamage effect when chanting' Don't know. But there are scripts aaaHumantouchNPCHateTargetSearch ( seems the "Hater" is looking for any NPC ) aaaHumantouchNPCHateTargetSearchKnight ( seems the "Hater" is looking for NPC in Player faction or the player ) So if Set aaaHumantouchNPCQuest.HateKnightAI to 1 The NPC will try to find the player or NPCs in player faction (companions) But wtf is hate ? Does the NPC attack or insult or spit on the player or companion ? I don't know.
puddles Posted March 8, 2018 Posted March 8, 2018 Yeah, I looked at the scripts myself, but I couldn't make heads-or-tails of it. A lot of the scripts have ;notes in them, but those ones still make no sense...well, I'll just keep not using the spell!
fejeena Posted March 8, 2018 Posted March 8, 2018 But when I try to read and understand the scripts "aaaHumantouchNPCHateTargetSearch" and "aaaHumantouchNPCHateTargetSearchKnight" they causes the right feeling: HATE
etayorius Posted March 10, 2018 Posted March 10, 2018 OMG thanks for a second time fejeena! i must had a partially translated version of the esp file. So there is no way to stop my followers from going naked when telling them to relax? weird things is that first time i used it, i had just arrived at a inn and i told them to relax right in the lobby... embarasing as hell as they removed all their clothes except their underwear in front of the other guests... lol
gregathit Posted March 10, 2018 Posted March 10, 2018 Did they only have armor on and in their inventory? If I remember right, if you have clothes in their inventory they should put those on.
fejeena Posted March 10, 2018 Posted March 10, 2018 Good point, maybe that's why I never saw stripping companions. When my companion are not nude they have only clothes. Yes the MCS AI packages all have "Armor unequipped" and "Weapons unequipped". The relaxe package (wander near the place) and also the eat, sleep and read package. And in the Relax Script is a unequip and ResetEquipment funtion. So your companion need clothes. Not sure if the companion also strip the clothes when he/she use the sleep AI package.
Dolphinhat Posted April 2, 2018 Posted April 2, 2018 Is there any downside to using Human Touch if it's only to check NPC stats? I don't think I've tried it's other functions.
fejeena Posted April 2, 2018 Posted April 2, 2018 3 hours ago, Dolphinhat said: Is there any downside to using Human Touch if it's only to check NPC stats? I don't think I've tried it's other functions. Downside? no. I don't need any of the functions. All spells and dialogues I need are in MCS and extension. EDIT: Ha, some posts above I wrote " Never use Human touch esp " But I meant " I never used Human touch esp " ( And that's a lie, I used it about 5 minutes, and then I uninstalled it. ) I changed it in the post above.
psyseed Posted June 17, 2018 Posted June 17, 2018 This mod breaks AI of companions like Fergus, Vilja, KOTN,Arven,RTT etc in direction that makes makes them useless in fighting with enemies,for me at least. Never encountered this with CSR. It is OK if you have your kids as followers but high scripted companions just stand in front of different enemies doing nothing. Load order: 00 Oblivion.esm 01 Enhanced Genetics Overhaul.esm [Version 1] 02 Mart's Monster Mod.esm [Version 3.8b1] 03 TamrielTravellers.esm [Version 1.39c] 04 Marriage.esm 05 Lovers with PK.esm 06 TamagoClub.esm 07 HiyokoClub.esm 08 LoversCreature.esm 09 RealisticLeveling.esm 0A Knights - Revelation.esm 0B Unofficial Oblivion Patch.esp [Version 3.5.5] 0C DLCShiveringIsles.esp 0D Unofficial Shivering Isles Patch.esp [Version 1.5.9] 0E ChaseCameraMod.esp 0F Marriage Patch.esp [Version 1.2] 10 Marriage Store Profit.esp 11 Add marriage token.esp 12 T3al Marriage Patch.esp ++ NoGuildmasterKick.esp 13 Reznod_Mannequin.esp 14 Living Economy - SI.esp 15 Living Economy - Items.esp 16 DarNifiedUI Config Addon.esp 17 LootMenu.esp 18 Spell Delete And Item Remove.esp 19 Vacuity.esp [Version 0.2] 1A DLCHorseArmor.esp 1B DLCHorseArmor - Unofficial Patch.esp [Version 1.0.9] 1C DLCOrrery.esp 1D DLCOrrery - Unofficial Patch.esp [Version 1.0.7] 1E DLCVileLair.esp 1F DLCVileLair - Unofficial Patch.esp [Version 1.0.11] 20 DLCMehrunesRazor.esp 21 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.7] 22 DLCSpellTomes.esp ++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] 23 EVE_StockEquipmentReplacer.esp ++ MaleBodyReplacerV5.esp 24 LevelerCheat.esp 25 SkimpyHGECArmor.esp 26 DLCThievesDen.esp 27 DLCThievesDen - Unofficial Patch.esp [Version 1.0.15] 28 Mart's Monster Mod.esp [Version 3.8b1] ++ Mart's Monster Mod - Shivering Isles.esp [Version 3.8b1] 29 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.8b1] 2A Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b7] ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.8b1] 2B Mart's Monster Mod - Durability & Damage.esp [Version 3.7b7] ++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.8b1] ++ Mart's Monster Mod - Less Rats.esp [Version 3.8b1] ++ Mart's Monster Mod - Less Reavers.esp [Version 3.8b1] ++ Mart's Monster Mod - No Swarms.esp [Version 3.8b1] 2C Mart's Monster Mod - No Carrion Rats.esp [Version 3.8b1] ++ Mart's Monster Mod - No Undead Rise.esp [Version 3.8b1] ++ Mart's Monster Mod - No Spiders.esp [Version 3.8b1] ++ Mart's Monster Mod - No Slimes.esp [Version 3.8b1] ++ Mart's Monster Mod - No Lanterns.esp [Version 3.8b1] ++ Mart's Monster Mod - No Pests.esp [Version 3.8b1] ++ Mart's Monster Mod - No Skeep.esp [Version 3.8b1] ++ Mart's Monster Mod - Spawn Rates - Reduced.esp [Version 3.8b1] 2D Mart's Monster Mod - Safer Quest Locations.esp [Version 3.8b1] 2E Mart's Monster Mod - Dungeons of MMM.esp [Version 3.8b1] ++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.8b1] 2F Mart's Monster Mod - Extra Wounding.esp [Version 3.8b1] ++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.8b1] ++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.8b1] ++ TamrielTravellerAdvscript.esp [Version 1.39c] 30 TamrielTravellers4MMM.esp [Version 1.39c] 31 ShiveringIsleTravellers.esp [Version 1.39c] ++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c] ++ Mart's Monster Mod - RadiantAITweaks.esp 32 EVE_StockEquipmentReplacer4MMM.esp 33 QOTW Season Four.esp 34 DLCBattlehornCastle.esp 35 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.12] 36 DLCFrostcrag.esp 37 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.10] 38 Knights.esp 39 Knights - Unofficial Patch.esp [Version 1.1.8] 3A Knights - Revelation.esp 3B EVE_KnightsoftheNine.esp ++ Mart's Monster Mod - Knights.esp [Version 3.8b1] 3C MannimarcoComplete.esp 3D MannimarcoRevisited.esp 3E DarkBrotherhoodChronicles.esp [Version 1.2.6] 3F Auto Update Leveled Items And Spells.esp [Version 1.2.5] 40 Bag of Holding.esp [Version 1.5.0] 41 HUD Status Bars.esp [Version 5.3.2] 42 EVE_ShiveringIslesEasterEggs.esp 43 GMArcheryRebalance.esp [Version 1.0] 44 Class Advantages.esp [Version 1.01] 45 TamagoNews.esp 46 TamagoTopic.esp 47 LoversTamagoClub.esp ++ hggf_hiyokoclub_fix.esp 48 HiyokoGenerator.esp 49 HiyokoGeneratorGeneForge.esp 4A TamagoFertilityClinic.esp 4B LoversAdultPlayPlusforSSP.esp 4C LoversVoiceSSPplus.esp 4D LoversRaperS.esp 4E LoversBed.esp 4F HiyokoFutureDream.esp [Version y] 50 Lovers with PK.esp [Version 96v5] 51 LoversCreature.esp 52 LoversBackup2.esp 53 LoversRapeSlave.esp 54 LoversMB2.esp ++ Mass Outfit Redesign.esp 55 Alternative Beginnings.esp [Version 1.4.5] 56 MadCompanionshipSpells.esp [Version 2.5] 57 MCS extension.esp 58 SetEssentialActors.esp 59 SetBody.esp 5A demonocus-assassingear.esp 5B demonocus-spellmerchant.esp 5C demonocus-chestofgoditems.esp 5D Cheating.esp 5E InfamyReduction.esp 5F SM Combat Hide.esp [Version 1.2] 60 StealthOverhaul.esp 61 HumantouchNPC.esp 62 CompanionFergus.esp [Version 2.0] ++ EVE_KhajiitFix.esp 63 Enhanced Genetics Overhaul - AllInOne.esp [Version 1] 64 bgMagicEV.esp [Version 1.7EV] ++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV] ++ bgMagicItemSigil.esp [Version 1.68EV] ++ bgMagicEVStartspells.esp [Version 1.68EV] 65 bgMagicBonus.esp [Version 1.7EV] ++ Initial Glow Redux.esp ++ Initial Glow Redux - Creatures.esp 66 MiniMap.esp 67 Bashed Patch, 0.esp 68 LoversIdleAnimsPriority.esp 69 LoversAnimObjectsPriority.esp
gregathit Posted June 17, 2018 Posted June 17, 2018 11 hours ago, psyseed said: This mod breaks AI of companions like Fergus, Vilja, KOTN,Arven,RTT etc in direction that makes makes them useless in fighting with enemies,for me at least. Never encountered this with CSR. It is OK if you have your kids as followers but high scripted companions just stand in front of different enemies doing nothing. It ONLY breaks the AI of dedicated scripted companions if you use it on them......AND IT IS SUPPOSED TO! This is a tool to control non-scripted NPC's that only have a vanilla AI (or none at all). That is what it is for. NEVER, NEVER, NEVER use a companion system on a dedicated AI scripted companion like Vilja. Of course it will conflict, one AI is overwriting the other.
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