Oblivion

File information

Last updated

Original upload

Created by

Blackie and Kain DV

Uploaded by

Kain 1978

Virus scan

Safe to use

Tags for this mod

About this mod

Dies ist der CM Partner Mod halt nur in deutsch. Hier noch einmal die original Beschreibung: Basic 1.4 Features: 1. Partner NPC’s will now loot automatically at the conclusion of combat, and return to the player when finished This will save a lot of time and effort. They loot weapons, armor, clothing, jewelry, ammo, ingredients, and gold with

Permissions and credits
Dies ist der CM Partner Mod halt nur in deutsch.
Hier noch einmal die original Beschreibung:
Basic 1.4 Features:

1. Partner NPC’s will now loot automatically at the conclusion of combat, and return to the player when finished This will save a lot of time and effort. They loot weapons, armor, clothing, jewelry, ammo, ingredients, and gold with daisy chained AI packages. If they stand around for a time and not move, then there are no items available to loot for their current loot package. Total looting time will only take 30 seconds to a minute. (They don’t take weapons and armor from dead bodies for some reason, but they do take the other things most of the time. The Player can loot weapons and armor from bodies, drop them, and have his party loot again. They don’t loot books, simply because if they take a book, letter, or note required for a quest, it will cause a crash to desktop. They don’t loot miscellaneous items because there are so many of these everywhere, and most are not valuable. They won’t loot locked containers, unless you or a thief in your party unlocks them first.) If there are a number of items lying around, several containers, and/or bodies, they may not get everything on their first attempt. “Party Loot” has been added to the Party Menu so you can send them on another pass to finish the job if needed.

2. Deactivated Crime, Assault, and Stealing dialogue for Partner NPC’s, so that the player can murder and steal with Partner NPC’s along, and they won’t call the Player names, report the crime, or call the guards. Also added scripting to reset disposition if it’s lowered by Player crime.

3. Greatly enhanced command and control orders so that Partner NPC’s will obey much better and get lost less. “Party Follow” and the Partners Ring now teleport the NPC’s to you, wherever they are, so there is a much more reliable and faster response. (Tip: Add the Partners Ring to a hot key, so you can equip and unequip the ring quickly and easily.)

4. “Stay” commands NPC’s to stay in their present area but they wander off sometimes. Reduced the range they will wander to 512. Now you can use “Party Recall” if they become lost. If they don’t come when you recall them, they have probably fallen in battle with creatures or bandits. “Standby” will force NPC’s to be on alert status, and will teleport to you if “Party Summon” is used. If you give the command to “Stand Guard”, they will stand in one place until you return to give them new orders.

5. Added “Party Mark” and “Party Return” options to the Party Menu. Aside from the obvious uses of being able to return your party to a preset location, you can also Mark your position outside an Oblivion gate, and then Return your party just prior to closing the gate. This way, your NPC's will be returned before the Oblivion world space is reset and they won't be reset to default equipment and lose all their fine equipment and loot. And they will be waiting for you when you find yourself back in the Tamriel world space.

6. Added general commands to the Combat menu to set aggressiveness: Aggressive, Passive (Won’t fight at all), and Defend Only.

7. Added greetings to provide support for Shivering Isles. Use one of the companion gate mods to take your partners to SI or the commands “Standby” in Tamriel and “Summon” to bring them to SI, and vice versa.


Basic 1.3 Features:

1. Substantially increased starting health for Partner NPC’s. The TES Construction Set assigns a value of between 10 and 20 for Level 1 NPC’s, and are consistently much lower than the Player throughout the game. The Player starts with more than 70 usually, so companions are not normally very helpful.

2. Added Race and Class reporting to the Stats Menu so you know more about the Partner NPC’s. The Class is particularly important, so you know how to best put them to use.

3. Added the topic Combat Styles so the Player can set the Combat Style each Partner NPC uses. These are not automatic however. You have to provide the proper weapons to make these work. For example, if you choose the Archer Style for a Warrior, you will have to make sure they have bow and arrow and take away their present weapons, because the game engine defaults to the best weapon in their inventory.

4. Added the topic Party Items to add a couple of items to Partner NPC’s that you may find useful. This includes options to choose hoods for Partners NPC’s to wear (John Ramirez provided the basic scripting for the hoods): Black, Green, Grey, and Red. The Stealth characters will have dark shades of the color chosen, and the Magic characters will have lighter shades. Combat types have helmets usually which adds to their Armor value, so they don’t get to wear hoods. The hoods will help you identify the type of Partner NPC’s you have in your party. The hoods will only be equipped at night or if it's raining during the day. Go inside, and the hoods come off. You can choose hoods at any time to begin with, but they won't go on till dark or rain, and outside. If you decide to remove the hoods or change hoods, make sure the hoods are off. Go inside at night or if raining during the day, and the hoods will be removed. Then you choose Hoods Off. Then if you decide to use a different color, or start the hoods again, it will work properly. If you choose Hoods Off, while they are still wearing the hoods, they will be left with the hoods they have and continue to wear them. If you choose a new color, they probably won't display, until you remove the old hoods yourself from their inventory. Also, if the NPC's have something better in their inventory, they will change to the better helmet or hood the first chance they get (like going through doors or portals, or you check their inventory). Adds some variety, and they seem to be changing things on their own.

5. There is also an option of giving your partners a Kvatch shield. They will all receive one, but may not equip it or use for very long, because they may have better shields, or they don't carry a shield at all. And the Player can take one to use from one of them that doesn't use it. This gives the Player an insignia for his comrades-in-arms, and who has more right to use it than the Hero of Kvatch?

6. Fixed a number of bugs with the Party Commands so these work much better. Stay Here and Guard commands will now keep the Partner NPC’s from warping to the player if the Partners Ring or the Party Recall command is used. So if you leave your partners on guard, they will stand right where you left them. Of course, if they are told to Stay Here, they may wonder off to pursue their own activities.

7. Completely reworked the scripting to eliminate variables that were not needed and reorganized things somewhat. Most of the scripting only runs when needed. Very little will run continuously and will not overburden your processor unless you have a huge number of Partner NPC’s in the same cell.

Basic 1.2 Features:

1. Annoying bug fix only. The game engine bug that causes NPC’s to revert to their own AI packages when going through a few doors is now fixed. Well, it’s a workaround actually. A bit of scripting that detects when the NPC’s lose the Follow package and automatically adds it. Now the Partner NPC’s will follow you wherever you go and will not leave you no matter how many doors and gates you go through.

Here’s the scripting that makes this work, in case anyone’s interested:
Begin OnLoad
set follow to GetCurrentAiPackage == 1
if follow != 1 && following == 1 && inparty == 1
RemoveScriptPackage
AddScriptPackage "cmFollowPlayer"
endif
End

2. Can update your existing Partners installation quickly and easily and won’t affect your custom Partner NPC’s at all, or the ones that were included in the game, or the 28 More NPCs addon. That’s because the scripting was altered in the CM Partners.esp file, and I used a utility called FileTimer to reset it to its original modication date and time stamp. Just copy the CM Partners.esp file into your Data Files Directory and overwrite the existing file. Since Oblivion will read it the same as the original file, there will be no load-order issues at all. It will work flawlessly and your custom Partners will not leave your side.


Basic 1.1 Features:

1. The Partners Mod is now divided into three files: CM Partners.esm, CM Partners.esp, and CM Partners NPC.esp. This has been done so you can create your own Partners NPC mod quickly and easily without fear of damaging the existing mod which is safely locked in an esm file. Since the custom NPCs are created in separate mods, these can be shared with others, posted on download sites, downloaded and used by anyone with the Partners Mod.

2. CM Partners NPC.esp adds 8 Partner NPCs to the Imperial City.

3.Added Dan Sch’s token stat menu to the dialogue. Removed the old Abilities menu.

4. Added Dan Sch’s new smoother inventory share scripting which does not provide the peek at underwear or nakedness. Uses MoveTo scripting, so the chest is not disabled, but moved each time it’s needed! This eliminates the accumulated invisible inventory chests left all over the place which causes saved game bloat and subsequent slowdown.

5. Added Dan Sch’s new follow scripting. No more jerky collisions when the Partner NPCs warp to you.

6. New scripting reduces Responsibility and Aggression to zero during Sneaking so the Player can steal and sneak attack without Partners giving him/her away, or giving him/her up to the guards in some cases.

7. Disabled Crime and Vampire dialogue for Partners Faction to stop crime reporting.

8. Set responsibility at 70 or higher on all NPCs. Limits how much trouble they can get into. No more massacres.

9. Added Partners Ring to recall the Party if they get scattered or lost.

10. Made all Partner NPCs Essential by default, since there's only a few in the default NPC esp. If you add many NPCs you may want to remove the Essential flag and let them die for more realism. Increased timer that times when dead bodies are disabled to allow looting if anyone who removes the essential state.

11. Added Nevermind option to all dialogue menus.

12. Removed all Partner Greetings to eliminate dialogue conflicts.

13. Several reported CTD when leveling up. This appears to be a game engine bug in the Rest/Wait screen which is responsible part of the time. Removed Partners levelup system and checked the PCLevel Offset, so that Partner NPCs will level along with the Player. No more CTDs.

14. There is a follow bug in the game engine that causes NPCs to stop following after going through a few doors. You can prevent this somewhat by giving the Partners new orders once in awhile, and then ordering them to follow again. If left to their own AI Packages, NPCs may decide to go exploring, hunting ingredients, etc. and get lost again. Or if they become locked in combat, they could run off after an enemy. The Partners Ring, which is added to the Player’s inventory at the start of the game, will be useful in recalling them if they disappear on you.

15. Tested all AI Packages and updated some to eliminate bugs. Tweaked Combat Styles along with adding a few new styles.
IMAGE GALLERY


View all 4 images for this file





DOWNLOADS
CM Partners Mod 1.4
1567kb3150 downloadsCM Partners Mod Basic
693kb4130 downloadsCM Partners Mod Basic
717kb1947 downloads



FEATURES
View changelog PM the author File a report



AUTHOR NOTES
Installation: To install the plugin, unzip the files into the Oblivion/Data Files directory. The Partners Mod is now divided into three files:

a. CM Partners.esm – Basic Mod with all the dialogue, scripting, AI Packages, etc.
b. CM Partners.esp – Places the Partners inventory chest in the game world and modifies scripting to use it. Do not edit this file. Leave it intact and create your own mod.
c. CM Partners NPC.esp – Places 8 Partner NPC’s in the Imperial City.

To play the mod without any work, all three must be activated. You can load the CM Partners Basic.esm and esp into the editor without choosing an active file, and launching the editor. Create your own custom Partner NPC’s, place them in the game world, and save to your own NPC mod which is totally separate from the Basic Mod. (See the Creating Custom Partners Instructions for complete instructions.) Then you can play with your new Partners along with the CM Partners NPC.esp, post your mod for download (because anyone can play your mod too), and download other Custom Partners to use in your own game.




VOTE FOR THIS MOD





Want to vote for this mod this month? Click on the button above and have your vote registered.

More information available here on the monthly vote at TESSource.