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Companion Compatibility?


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I wont say they are or not but be aware that companion mods rely on script adding/removing of AI packages.

One plugin may add a package while another is trying to keep their own package on the follower. A tug of war between the two could happen.

An NPC can only have one active script added AI package at a time.

So just a heads up for you.

 

Mem

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Maybe it works...

But the CM Partners companions/NPCs have a script added to the NPC. If you use the MCS spell the CM Partners scripts still runs and CAN mess up the companion.

 

So better do not use MCS spell on NPCs from companions systems Mods.

 

....................

If you want to use a CM Partners companion Mod:  load the esp with TES4Edit

remove the CM Partners esm master file.

remove all CM stuff ( AI packages, scripts, Factions...)

Then you can add a "Wander near editor location" AI package.

 

-----------------------------------

CM Partners is badly scripted and can cause random crashes.

I do not understand why some people still use it.

 

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Maybe it works...

But the CM Partners companions/NPCs have a script added to the NPC. If you use the MCS spell the CM Partners scripts still runs and CAN mess up the companion.

 

So better do not use MCS spell on NPCs from companions systems Mods.

 

....................

If you want to use a CM Partners companion Mod:  load the esp with TES4Edit

remove the CM Partners esm master file.

remove all CM stuff ( AI packages, scripts, Factions...)

Then you can add a "Wander near editor location" AI package.

 

-----------------------------------

CM Partners is badly scripted and can cause random crashes.

I do not understand why some people still use it.

 

 

Re: wander package....one would want a 'wander near CURRENT location' package...editor packages send the NPC back to where one dropped them in the Construction Set. Annoying...

are any of the mods that add companions / systems like CM Partners compatible with the whole MCS spell system thing?

 

There is Vilja...if you haven't tried her, yet.

 

She's just one companion...but VERY detailed.

 

https://www.nexusmods.com/oblivion/mods/28977/?

 

She uses her own unique companion system. Fully voiced.

Link to comment

Maybe it works...

But the CM Partners companions/NPCs have a script added to the NPC. If you use the MCS spell the CM Partners scripts still runs and CAN mess up the companion.

 

So better do not use MCS spell on NPCs from companions systems Mods.

 

....................

If you want to use a CM Partners companion Mod:  load the esp with TES4Edit

remove the CM Partners esm master file.

remove all CM stuff ( AI packages, scripts, Factions...)

Then you can add a "Wander near editor location" AI package.

 

-----------------------------------

CM Partners is badly scripted and can cause random crashes.

I do not understand why some people still use it.

 

Eh, i just want to add in more NPCS / people i can turn into companions via MCS, as grabbing the same few people from the base game is getting old now.

So if theres some mod that adds in a balance of Male / Female npcs, then good~

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Dog on Porch.

The Mod place the NPCs in game, but if you delete all CM-Partner AI packages the NPC will do nothing.

So add a "Wander near editor location" AI package, then they are not so "lifeless"

 

Then you use MCS. ( And the "Wander near editor location"  AI is not used )

You can tell the companion "Relax here"  he/she walk around, eat and sleep near the current position.

If you "Release Slave" or "You are free to look around." he/she goes back to the editor location.

------------------------------

 

fare67t you can use all CM partner NPCs and remove CM master files.....

And there are many mod that add more NPCs.

e.g. http://www.loverslab.com/files/file/2218-livelycities-v100/

 

Or you add "new world" / location  / new villages or villages expansion Mods like DibellaWatch, Ardah, ElsweyrAnequina , Nascosto Isles,  Midland, Feldscar, Faregyl, all the HESU Mods,...  and you will have hundreds of new NPCs.

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