O'zaar is nice to have around, and a good addition for a Mages Guild member.
Except, for some reason, there's no option to dismiss him or ask him to wait? Maybe I'm missing something, or stumbled into a mod conflict, but nothing I've tried works. I have to use a different mod that dismisses all my companions at once to make him stop following me. I use LOOT, ran TESTool and TESPCD, and MO2 doesn't show any conflicting files to begin with, so I'm a loss. Also, he didn't mention anything about an assassin until after he started following me, so I don't know what that's about? It seemed out of place.
It may be these problems are specific to my game, but I thought I should mention them just in case. I'm still looking forward to learning more about him, and getting far enough into the Mages Guild questline to unlock his teleportation services. Argonians are cool, so the chance to have one as a companion is welcome.
Script companionscript has an endif to much. Script comanioncombat has a ( and an endif to much:
begin CompanionCombat short p_marksman ; MARKSMAN ; Forces companion to use ranged weapon if in inventory and ; player is also using ranged weapon. Uses anything else in ; inventory if ranged weapon is not present. if ( Player->GetWeaponType <= 8 ) setmarksman 0 elseif ( Player->GetWeaponType >=9 ) setmarksman 1000 elseif ( Player->GetSpellReadied ) set p_marksman to ( ( Player->GetLevel ) + 35 ) ;removed ( at the beginning TESKAL setmarksman, p_marksman ; endif TESKAL endif end CompanionCombat
O'zaar is a great companion, its like having a proper mage about and he's very good for my style of play using house mods in dimensional pockets where getting a companion out isn't possible normally. Only had one tiny bug where after a fight O'zaar stayed in his fight stance with his blade drawn, his dialouge was normal, fixed by just picking his blade up in his inventory and placing it straight back down in it, he then returns to normal on exiting companion share. Got an error message on load about a script 'combat2' something like that but there's no problems and I've run through all his combat options.
Great mod thank you! I'm not sure if I am missing anything but it seems I don't get journal updates after learning that he set the Balmora Mages Guild on fire or something?
Also, he isn't equipping any of the armours I am giving him, but his armour skills are above his unarmoured skill. So he's basically defenseless, and at high levels, he dies really easily... Is there a fix for this? How do I make him equip the armour that I give to him through the Companion Share menu?
hey there, love your mod! O'zaar is a perfect companion! But I have run into a problem where if i try to teleport it crashes the game. The first time I teleported to balmorra from caldera it worked perfectly, but now if i try it crashes.
If there's no fix for this that's alright, O'zaar is a great companion regardless
12 comments
Except, for some reason, there's no option to dismiss him or ask him to wait? Maybe I'm missing something, or stumbled into a mod conflict, but nothing I've tried works. I have to use a different mod that dismisses all my companions at once to make him stop following me. I use LOOT, ran TESTool and TESPCD, and MO2 doesn't show any conflicting files to begin with, so I'm a loss.
Also, he didn't mention anything about an assassin until after he started following me, so I don't know what that's about? It seemed out of place.
It may be these problems are specific to my game, but I thought I should mention them just in case. I'm still looking forward to learning more about him, and getting far enough into the Mages Guild questline to unlock his teleportation services. Argonians are cool, so the chance to have one as a companion is welcome.
Script comanioncombat has a ( and an endif to much:
begin CompanionCombat
short p_marksman
; MARKSMAN
; Forces companion to use ranged weapon if in inventory and
; player is also using ranged weapon. Uses anything else in
; inventory if ranged weapon is not present.
if ( Player->GetWeaponType <= 8 )
setmarksman 0
elseif ( Player->GetWeaponType >=9 )
setmarksman 1000
elseif ( Player->GetSpellReadied )
set p_marksman to ( ( Player->GetLevel ) + 35 ) ;removed ( at the beginning TESKAL
setmarksman, p_marksman
; endif TESKAL
endif
end CompanionCombat
Only had one tiny bug where after a fight O'zaar stayed in his fight stance with his blade drawn, his dialouge was normal, fixed by just picking his blade up in his inventory and placing it straight back down in it, he then returns to normal on exiting companion share.
Got an error message on load about a script 'combat2' something like that but there's no problems and I've run through all his combat options.
Great mod, thanks
Also, he isn't equipping any of the armours I am giving him, but his armour skills are above his unarmoured skill. So he's basically defenseless, and at high levels, he dies really easily... Is there a fix for this? How do I make him equip the armour that I give to him through the Companion Share menu?
Thanks! Great mod!
The first time I teleported to balmorra from caldera it worked perfectly, but now if i try it crashes.
If there's no fix for this that's alright, O'zaar is a great companion regardless
thank you again!