WineVictor Posted February 28, 2015 Posted February 28, 2015 Hello, I really prefer using MCS to make companions over CM. Then when I found this thread http://www.loverslab.com/topic/16829-cm-companions-without-cm-scripting/I stripped CM scripts from many companions as instructions said. It works great. My issue is that most of the CM companions are one companion per mod. So now I have too many ESPs where one esp contains only one companion. I would like to ask how can I put them all in one esp? Most of them are also dependent on race mods. (for example how to cut all companions esps from here http://www.nexusmods.com/oblivion/mods/29672/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmodfiles%2F%3Fid%3D29672&pUp=1and here http://www.loverslab.com/topic/23338-some-cm-partners/?hl=breeze into one ESP) thanks for help P.S: I wrote that I stripped them from scripts via above method because I don't know if it matters.
ljacquard Posted February 28, 2015 Posted February 28, 2015 I wouldn't recommend to merge companions mods. Just so you know, I have never used any CM "partners", but other companion mods like Vilja, Fergus, Dairanath, Montana's, Ruined tails, etc., are usually pretty script heavy. There is a huge potential to break stuff in there without noticing before too late. You should have plenty of other mods to merge before being reduced to look at companion mods.
WineVictor Posted March 1, 2015 Author Posted March 1, 2015 I wouldn't recommend to merge companions mods. Just so you know, I have never used any CM "partners", but other companion mods like Vilja, Fergus, Dairanath, Montana's, Ruined tails, etc., are usually pretty script heavy. There is a huge potential to break stuff in there without noticing before too late. You should have plenty of other mods to merge before being reduced to look at companion mods. Thanks for answer, but I think you didn't read whole post or just jumped to conclusion from the title. In the first link are instructions to remove scripts from cm partners and there are dummy cm master files. So after the procedure (from first link) all cm companion mods have not any quests, special dialogs, quest items, scripted spells etc. They just look like regular npcs ingame "waiting to MCS to be used on them". But they are still dependant on dummy cm master and race mods. Also I wasn't interested particularly in merging (although wrye bash shows that they are not mergable because of CELL) but in creating one esp with them. I haven't got any experience with moding other than those from the first link. P.S. I found something similiar here http://www.loverslab.com/topic/382-cmall-xenius-compilation/I'd like to know how to make one esp compilation with all companions within.
ljacquard Posted March 1, 2015 Posted March 1, 2015 Sorry WineVictor, it's my mistake then. As I said, I don't have experience with CM partners, and probably misunderstood what you were trying to do. I will leave it to more knowledgeable than me in that field to assist you.
varenne Posted March 1, 2015 Posted March 1, 2015 Also I wasn't interested particularly in merging (although wrye bash shows that they are not mergable because of CELL) Not sure what that means; what Wrye is reporting here, but if as you say you have removed internal CM dependencies following those instructions, you could try combining two of the separate CM ESPs and then test it in-game, and see if it allows you to actually load Oblivion. And you don't want a Merge (or even an Import) via Wrye Bash, you want to do a Combine via CS/E or TES4Gecko. As far as CELL it could be where they (the CM NPC) is added to the game world is all. I'd look in CS/E or TES4Edit where they are, to make sure the locations don't conflict with one another. Seeing as you have little experience with modding, if you want to post the 'cleaned' ESPs I'll take a look at them in CS/E to see if any of this is even possible. Once you have a combined ESP, one with all the CM partners you want, you could potentially return to CS/E (or TES4Edit) and alter the Race that is assigned to each CM partner. That would remove the dependency on that race mod. We'll collect the details on that later, after potentially testing out combining the individual ESPs first.
WineVictor Posted March 2, 2015 Author Posted March 2, 2015 I installed tes4Gecko and managed to combine some "no-race-dependent" cm partners. It works nicely. Yaaah Thank you. Once you have a combined ESP, one with all the CM partners you want, you could potentially return to CS/E (or TES4Edit) and alter the Race that is assigned to each CM partner. That would remove the dependency on that race mod. We'll collect the details on that later, after potentially testing out combining the individual ESPs first. yes please, that would be great.
varenne Posted March 2, 2015 Posted March 2, 2015 Well the next step is fairly easy. Here are the steps using CS/E, although it could be done in TES4Edit too, just never tried it yet. Using either the individual race dependent ESPs, or the newly created combined ESP, open it in CS/E. 1. In the Object window, find and select the NPC companion you wish to change to another race and open up the NPC interface. 2. Under Race, select the new race you want. If you want it completely free of external dependencies you'll want to select one of the standard vanilla races. (This will unfortunately change their appearance, but you can use the Face and/or Face Advanced tabs to change it to your tastes.) When done save that character by clicking the OK button, then save the ESP. Repeat steps 1 & 2 for any other cmPartner NPCs if you are doing this for the combined ESP. 1. Object Window and NPC Selection 2. New Race Assignment To remove the Race dependency of the ESP, you'll need to delete the custom race that has been added to the ESP. THIS SHOULD ONLY BE DONE AFTER THE ABOVE TWO STEPS ARE DONE, FOR ALL cmPARTNER NPCs in that ESP! 1. On the top tool bar select the Character menu, then Race sub menu. 2. In the Race window, find the custom race you want to delete and by right mouse clicking on it you can select delete from the pop-up menu. After deleting the custom race save the ESP and then clean it with TES4Edit or TES4Gecko. Retest by reloading the ESP into CS/E, to make sure it was actually deleted. (I also recommend opening up Wrye and running MOD Checker too, to make sure it is clean.) Note: If you make them vanilla races (recommended) and you use any vanilla race beautification MODs it will affect the final appearance of these CM NPCs. Just keep that in mind if you decide to do any Face or Face Advanced work. You could also use an existing save game of a face you like of a like race for that specific CM Partner, and use Wrye Bash 304.3 - Standalone Executable to do the face import/export work.
WineVictor Posted March 2, 2015 Author Posted March 2, 2015 Great instructions . Shame to lose some faces though. Nevermind, at least I can create some by myself. Thank you
AnnaFly Posted March 2, 2015 Posted March 2, 2015 Greetings. Well i'm not quiet sure of what you want exactly but on the computer i use at this moment i 've merged most of the CM companion mods with one of my principal mod ( unfortunately ... bad idea , but i started this mod 5 or 6 years ago or more ... ) so , no there are 90-100 companions in only one mod , but i don't need them because i use an older version of the " TalkieTaoster share companion " so i can change anybody as a " companion" . My problem and maybe it is also yours ... but with an english version it's not so easy to see all the places altered by those companion's mods : i'm playing with a french version , so each time i see a place named in english , i know that some mod alterd this place ... and wirh the CM companion there are +/- 80 places altered ! Once merged " one by one " you should give the right name for the last esp or you 'll probably loose some dialogs ... Anyway , merged or not , you still need the CM ESM ( the master file ) or , but i'm not sure it's a good idea , you can add these companion in the Master file directly ... even if it's not recommanded by the creator , that works ! Of course , with my french Oblivion version i've changed the Master file too ... there is an " utility " to do so at the Nexus " ESM---> ESP Changer " if i remember well and vice-versa of course. Last think , i cannot admit a NPC set as " Essential " so i rmoved all the Essantial stats from my companion's mods and changed probably almost everything from the original mods. But that's another story. If one of my companion die , i got a " resurrect spell " ( from Waldelf if i'm right ) to solve the problem . Now i also use " Collect corpse" or "Corpses Collector " from Addk1k to collect a corpse ( that changes it's stat to " Quest item " and create a " Clone Form " from the original dead body ) so i can put this corpse where i want , resurrect it and make it " companion" with the TalkieToaster mod " ( Companion Share and Recruit " ).... so there is absolutly no need to use any CM based NPC . Last thing , as already reported a few posts above some CM based companion use a particular script , so it's better to be very carefull before merging that kind of mods. Don't forget to save and make 2-3 copies of your file(s) before merging them. Now it's better to use a clean save ( = without any CM or other companion mod ) too , or you 'll get some " issues " . As i know some of the Companion's mods ' CM or others ) alter some " Vanilla packages " and that's a very bad point , so check the packages of the Vanilla folder in the CS before merged these kind of mods. Cheers.
WineVictor Posted March 3, 2015 Author Posted March 3, 2015 Greetings. Well i'm not quiet sure of what you want exactly but on the computer i use at this moment i 've merged most of the CM companion mods with one of my principal mod ( unfortunately ... bad idea , but i started this mod 5 or 6 years ago or more ... ) so , no there are 90-100 companions in only one mod , but i don't need them because i use an older version of the " TalkieTaoster share companion " so i can change anybody as a " companion" . My problem and maybe it is also yours ... but with an english version it's not so easy to see all the places altered by those companion's mods : i'm playing with a french version , so each time i see a place named in english , i know that some mod alterd this place ... and wirh the CM companion there are +/- 80 places altered ! Hello, I am not using CM partners as a mod, but I only like companions/npcs from it. Modders created number of companions mostly based on CM partners and I wanted those without playing CM mod. I'm myself using MCS http://www.loverslab.com/topic/1569-mad-companionship-spells-mcs-extension-humantouchnpc/and I'm fully satisfied with it. I just like more variety between companions. Once merged " one by one " you should give the right name for the last esp or you 'll probably loose some dialogs ... Anyway , merged or not , you still need the CM ESM ( the master file ) or , but i'm not sure it's a good idea , you can add these companion in the Master file directly ... even if it's not recommanded by the creator , that works ! In the first post I included link http://www.loverslab.com/topic/16829-cm-companions-without-cm-scripting/how to get rid of scipts from CMcompanions, there is also dummy master file and esp file. I tried it, followed instructions and it's working pretty good Of course , with my french Oblivion version i've changed the Master file too ... there is an " utility " to do so at the Nexus " ESM---> ESP Changer " if i remember well and vice-versa of course. Nice, this may come handy, thank you! Last think , i cannot admit a NPC set as " Essential " so i rmoved all the Essantial stats from my companion's mods and changed probably almost everything from the original mods. But that's another story. If one of my companion die , i got a " resurrect spell " ( from Waldelf if i'm right ) to solve the problem . Now i also use " Collect corpse" or "Corpses Collector " from Addk1k to collect a corpse ( that changes it's stat to " Quest item " and create a " Clone Form " from the original dead body ) so i can put this corpse where i want , resurrect it and make it " companion" with the TalkieToaster mod " ( Companion Share and Recruit " ).... so there is absolutly no need to use any CM based NPC . I'm using MCS and there you can "essentalize" within the game and also resurrect fallen companions. Although I never played Companion Share and Recruit so can not tell about differences. Corpse collector sounds pretty interesting, gonna try it . Don't forget to save and make 2-3 copies of your file(s) before merging them. Now it's better to use a clean save ( = without any CM or other companion mod ) too , or you 'll get some " issues " . As i know some of the Companion's mods ' CM or others ) alter some " Vanilla packages " and that's a very bad point , so check the packages of the Vanilla folder in the CS before merged these kind of mods Thanks for advice.
AnnaFly Posted March 3, 2015 Posted March 3, 2015 Greetings. @ WineVictor Yes , Corpses Collector is very special but Warning : firstly you need to be sure to use this " spell" on a NPC marked as Quest item ( = marked by the Vanilla game ) just to not break a quest... Secondly : it's better to not activate the mod at the begining of a new game : wait to exist the Sewer before activate this mod or if you start with it , you will lose one of the two Spells - that's not really a problem , just put thesese corpss out of your inventory , save , reload without the mod activated , save once again , reload with the mod activated ... and collect the corpses if you want. 3) to be sure to not break something ( a quest) with this mod , i use another very usefull mod ( unfortunately , there nothing like this one done for Skyrim ) : Refscope . With this one you can check all meshes in the game to obtain a very usefull list of their capacitcies/caracteristics. Now i found an " issue" : some NPC loose their package once resurrected and after you load your saved game ... some also loose their faction - in fact that's an interrresting point to me because now as example , a resurrected Necromancer or Mage is still a Necromancer ( or Mage) but witout the Necromancer faction , so i use them as allies ... I changed everinthing in my game and added o lot off Dungeons -Ruins-Homes extensions just to give to these resurrected corpses a place where to live . I make them " companion " , dismake and like is they are still in a new faction and most of the time with a package ... as example in Fort Tellement there are now about +/- 20 resurected Necvromancer i can use as allies ... of course i can sell them a lot of stuffs/Outfits etc ... too . In other words , i use them as " friendly " Mannekin ( " Mannequins " in french , noy sure of the english term) . So it's better to test these two mods by yourself and don't forget to keep a backup of your saved game just in case ... Cheers. http://www.nexusmods.com/oblivion/mods/30248 I'm searching for the second link , maybe i made a mystake in the name " refskope " ...coming soon. http://www.nexusmods.com/oblivion/mods/21862 .... yes i made a mystake in the name , sorry. PS : Keep in mind that once collected , these are are marked as " quest item" - they are a Clone form " from the original " , so these bodies will not disappear ... same thing with a creature . It's better to create one NPC just made to be killed , collect the corpse , resurrect it and compare the difference before and after a save and reloaded save ... sometime the faction is still ( tested with a Spriggan ) so in this case the NPC/creature is still aggresive sometime not ... i need to know and fix exactly that point for a futur mod. Take a look at the post " comments- section " i let in this mod ... you can also put a " ton " of stuffs in a body , and carry it without any penalities ! That was the first reason for using this mod ...
WineVictor Posted March 3, 2015 Author Posted March 3, 2015 @ AnnaFly Thank you for the warnings and information.
AnnaFly Posted March 4, 2015 Posted March 4, 2015 @ AnnaFly Thank you for the warnings and information. Hi , quickly because i'm too late this morning , unfortunately i have things to do ... I forgot something : when you drop one or more corpses from your inventory , you need to jump after that ( i jump , but maybe other action works too , not tried something else ) or you will not be able to do anything. Also , if you want to see how an outfit looks on a dead body , remove the one weared by the dead NPC ( so he is nude now ) , put your outfit in his inventory , collect the corpse , and drop it from your inventory , and the corpse will wear the new outfit ... practical , isn't it ? .... ;°) Same thing with a torche , i use dead bodies to illumimate some dark places ! And yes, a dead NPC ( corpse ) will equip a torche at the night or in a dark place . Cheers .
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