I've had a couple of PM's asking where to find him, and a few other things I see in the comments here. Its been quite a few years since I last used the mod. I did reinstall Oblivion 2 years ago, around the time I updated all my old Oblivion mods, to run them through xEdit.
The mod was based off another, by Deepfreeze, as mentioned in the description. Really, the only things I changed were the companion name/appearance, clothing, horse, inventory. Everything else is from Deepfreeze's old mod. As this was my first companion mod I had no idea what I was doing, so relied a lot on his mod. All his scriptiing, from what I remember, is still there and being used.
I'd included Deepreeze's original readme's in the archive. So, after reading through that, here are some answers. Oblivion Gates
Vincente/Lucien, same thing. That's all still in there. Unchanged. Scripting was over my head so I didn't poke around in it. I only focused on appearance and inventory. Much later on I got into that and further customised the mod for other people (moving his camp/intergrating him into Deepscorn Hollow, requiring the DB questline to be completed first, setting up a new recruitment quest etc. Harder stuff that I don't remember how to do anymore. I never released those edits).
Location This seems to be the thing that comes up a lot. Where is he? Well, he only has a small wander package, if any at all. Look around the outside of the Chapel. His confidence level may have been low and he could've ran off inside the Chapel. Or the opposite. Do you have any Detect Life spell or potion you could use to help find him? He has a campsite, with his horse, and isn't supposed to move from there, but enemies (vanilla or even from MMM or Oscuro's) that wander around may have made him move around a bit. But not far. What other mods do you use that affect the area there? Even near Chorrol? Unique Landscapes, another companion mod, a house mod, a tall grass mod, anything that changes the landscape drastically could remove/move his starting marker or campsite. If you can't find his campsite toggle grass off (tg). If it really isn't there toggle clipping (tcl) and have a look under the world. If it's under there let me know, and let me know what other mods you're using that alter the area.
Mod Managers The files/archive isn't set up for mod managers. Back in the day we didn't have NMM, Vortex, Mod Organizer. It was just "package it up to be dumped into the Data folder." Then we got OBMM and things changed and became more orderly, mod-wise. For me, anyway. One folder has an omod, for OBMM. Wherever OBMM keeps the omod's you put it in there and activate it and it's all unpacked in the right places for you. The other folder called Loose Files, if you rename that to Data it should be picked up by those other mod managers, I presume? I don't use them so I don't know.
Files Page Only choose one folder within the download. Loose files or OMOD. Using both won't mess up anything, the omod will just overwrite what you manually installed, when it extracts into your Data folder. Or, it'll indicate a conflict or duplicate mod.
Read the description on the main page. That's what it's for. Stupid questions gets comments locked to prevent further stupid questions by people who don't read descriptions.
Wow he's not wearing a black robe and hood it can't possibly be anything like him! Really? I bet you can't do "better"? This one is exactly what is in the CS. Match it yourself. Better yet, you do one. I bet you can't ">
even though i like your mod, bullshit. a users critic counts even if theyre not skilled in the given field and you should try to either simply tell the user that thats hes opinion and you respect it, or leave the user alone. just dont bullshit any more users please.
I really love this mod simply because he actually follows commands unlike some other companions who simply run off. He's literally made the game 10X more fun because alone, it feels rather empty. Lucien looks incredibly handsome with the character overhaul mod..I also made him wear shades. looking pretty gangsta! Never knew he had brown hair either.
If you go in an oblivion gate he does follow you but seems to lose all his weapons for some reason when you close the gate so I leave him outside. If you can't find him try looking more down the hill at the campfire site, it took me a little while.
Thanks to whoever made this mod possible.
If the real Lachance was this sweet, I would fall for him in a heartbeat.
I have installed according to description. I am running Shivering Isles and latest patch. He is not behind the chapel at Weynon Priory. I have been looking both day and night.
Does this require anything special? I am working on quests with Lucien, is that it? Maybe he must be dead in the game? Or do I have to install other plugins or similar? I have no other mods/plugins or Construction programs installed.
So, how do I make this work? Can anyone describe how they did?
I'll have to check out that mod - Curse of Hircine. Sounds like fun. I'm not playing any serious characters at the moment, just trying out new mods I've missed during my 4 year absence (playing other games).
Not sure whether I'll get this one updated to how I'd like to have it. Being so used to the Fallout New Vegas GECK it's rather difficult to go back to the old CS and work in it again. One part I used to be able to do easily (dialogue and associated scripting) I'm having issues with getting to work so it may be a while before I work it out, let alone upload any updates to this mod. Instead of using the CM Partners system I'm more trying for a stand-alone, much like the followers I did in Fallout, though unlike my mod in Fallout 3 I'll try and get more varied dialogue in there. The only thing worse than a mute follower is one who says the same lines all the time :-) (IMO)
As long as people are still having fun with it as it is. Improving it would be even better, but I'll see how I go.
good job on this i really like it i never done the dark brother hood but i still like it its fun to sometimes turn him into a werewolf from the curse of hircine mod
Using Companion Share & Recruit can also be funny. I remember one time I hadn't toggled off Support Mode and fell to my death down a rather steep hill. Upon falling in a heap at the bottom he caught up and looted everything from my character. Everything. Then just stood there and looked down at her as if to say, Okay, finished! Where to next? ">
*Lengthy Post*
After 4 years I have reinstalled Oblivion. Well, I found one of my old fanfics and that mostly made me want to play again as it was such a good read :-)
In the time I haven't been in OB I've been in Fallout 3 and New Vegas as well as modding both games and have learnt a lot in regards to companions and using various things in the GECK. I know the OB CS isn't as sophisticated but things like scripting doesn't scare me anymore :-)
So, what I was thinking was overhauling this mod. Personally I think it's not very good, but when I first did it it was all I knew how to do - look at someone else's companion mod and edit to suit.
Some things I was thinking of doing were, first and foremost - add voiced dialogue, plus try for a bit more interaction than the one-word choices the Player uses with him. That'd also mean re-writing the dialogue choices and responses throughout the entire mod. I've pulled out all his voice files from the BSA and now it's just a matter of picking and choosing lines, including cut 'n pasting new ones (thanks to Audacity).
Also I was thinking of moving the mod into the CM Partners system. Though I was looking more into using CM Partners Abridged. Also, I've never made a CM Partner so that'll be a new thing to learn. Hopefully it'd work out. - On second thoughts, I'll leave it as is.
And one more thing - change how you find him and recruit him. Personally, I think sticking him in a paddock with a horse and a camp fire is a bit boring and more suited to ordinary NPC's. Not him. Especially if you've finished the DB questline it doesn't make much sense.
So, some questions for those of you who use this mod:
Would you like for him to be a CM Partner? Without going overboard on features I may not know how to do, what other improvements would you like to see? Even though I have a place in mind for his hiding spot/where you meet up with him what would be your suggestions? Even mine may not make sense, so other ideas are welcome.
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Comments locked
The author has locked this comment topic for the time beingIts been quite a few years since I last used the mod. I did reinstall Oblivion 2 years ago, around the time I updated all my old Oblivion mods, to run them through xEdit.
The mod was based off another, by Deepfreeze, as mentioned in the description. Really, the only things I changed were the companion name/appearance, clothing, horse, inventory. Everything else is from Deepfreeze's old mod. As this was my first companion mod I had no idea what I was doing, so relied a lot on his mod. All his scriptiing, from what I remember, is still there and being used.
I'd included Deepreeze's original readme's in the archive. So, after reading through that, here are some answers.
Oblivion Gates
Vincente/Lucien, same thing.
That's all still in there. Unchanged. Scripting was over my head so I didn't poke around in it. I only focused on appearance and inventory.
Much later on I got into that and further customised the mod for other people (moving his camp/intergrating him into Deepscorn Hollow, requiring the DB questline to be completed first, setting up a new recruitment quest etc. Harder stuff that I don't remember how to do anymore. I never released those edits).
Location
This seems to be the thing that comes up a lot. Where is he? Well, he only has a small wander package, if any at all. Look around the outside of the Chapel. His confidence level may have been low and he could've ran off inside the Chapel. Or the opposite.
Do you have any Detect Life spell or potion you could use to help find him? He has a campsite, with his horse, and isn't supposed to move from there, but enemies (vanilla or even from MMM or Oscuro's) that wander around may have made him move around a bit. But not far.
What other mods do you use that affect the area there? Even near Chorrol? Unique Landscapes, another companion mod, a house mod, a tall grass mod, anything that changes the landscape drastically could remove/move his starting marker or campsite.
If you can't find his campsite toggle grass off (tg). If it really isn't there toggle clipping (tcl) and have a look under the world. If it's under there let me know, and let me know what other mods you're using that alter the area.
Mod Managers
The files/archive isn't set up for mod managers. Back in the day we didn't have NMM, Vortex, Mod Organizer. It was just "package it up to be dumped into the Data folder." Then we got OBMM and things changed and became more orderly, mod-wise. For me, anyway.
One folder has an omod, for OBMM. Wherever OBMM keeps the omod's you put it in there and activate it and it's all unpacked in the right places for you.
The other folder called Loose Files, if you rename that to Data it should be picked up by those other mod managers, I presume? I don't use them so I don't know.
Files Page
Only choose one folder within the download. Loose files or OMOD.
Using both won't mess up anything, the omod will just overwrite what you manually installed, when it extracts into your Data folder. Or, it'll indicate a conflict or duplicate mod.
Chapel, which chapel?
Stupid questions gets comments locked to prevent further stupid questions by people who don't read descriptions.
If you go in an oblivion gate he does follow you but seems to lose all his weapons for some reason when you close the gate so I leave him outside. If you can't find him try looking more down the hill at the campfire site, it took me a little while.
Thanks to whoever made this mod possible.
If the real Lachance was this sweet, I would fall for him in a heartbeat.
I have installed according to description. I am running Shivering Isles and latest patch. He is not behind the chapel at Weynon Priory. I have been looking both day and night.
Does this require anything special?
I am working on quests with Lucien, is that it? Maybe he must be dead in the game?
Or do I have to install other plugins or similar? I have no other mods/plugins or Construction programs installed.
So, how do I make this work?
Can anyone describe how they did?
Not sure whether I'll get this one updated to how I'd like to have it. Being so used to the Fallout New Vegas GECK it's rather difficult to go back to the old CS and work in it again. One part I used to be able to do easily (dialogue and associated scripting) I'm having issues with getting to work so it may be a while before I work it out, let alone upload any updates to this mod.
Instead of using the CM Partners system I'm more trying for a stand-alone, much like the followers I did in Fallout, though unlike my mod in Fallout 3 I'll try and get more varied dialogue in there. The only thing worse than a mute follower is one who says the same lines all the time :-) (IMO)
As long as people are still having fun with it as it is. Improving it would be even better, but I'll see how I go.
Using Companion Share & Recruit can also be funny. I remember one time I hadn't toggled off Support Mode and fell to my death down a rather steep hill. Upon falling in a heap at the bottom he caught up and looted everything from my character. Everything. Then just stood there and looked down at her as if to say, Okay, finished! Where to next? ">
*Lengthy Post*
After 4 years I have reinstalled Oblivion. Well, I found one of my old fanfics and that mostly made me want to play again as it was such a good read :-)
In the time I haven't been in OB I've been in Fallout 3 and New Vegas as well as modding both games and have learnt a lot in regards to companions and using various things in the GECK. I know the OB CS isn't as sophisticated but things like scripting doesn't scare me anymore :-)
So, what I was thinking was overhauling this mod. Personally I think it's not very good, but when I first did it it was all I knew how to do - look at someone else's companion mod and edit to suit.
Some things I was thinking of doing were, first and foremost - add voiced dialogue, plus try for a bit more interaction than the one-word choices the Player uses with him.
That'd also mean re-writing the dialogue choices and responses throughout the entire mod.
I've pulled out all his voice files from the BSA and now it's just a matter of picking and choosing lines, including cut 'n pasting new ones (thanks to Audacity).
Also I was thinking of moving the mod into the CM Partners system. Though I was looking more into using CM Partners Abridged. Also, I've never made a CM Partner so that'll be a new thing to learn. Hopefully it'd work out.- On second thoughts, I'll leave it as is.And one more thing - change how you find him and recruit him. Personally, I think sticking him in a paddock with a horse and a camp fire is a bit boring and more suited to ordinary NPC's. Not him. Especially if you've finished the DB questline it doesn't make much sense.
So, some questions for those of you who use this mod:
Would you like for him to be a CM Partner?Without going overboard on features I may not know how to do, what other improvements would you like to see?
Even though I have a place in mind for his hiding spot/where you meet up with him what would be your suggestions? Even mine may not make sense, so other ideas are welcome.
That's all I can think of at the moment.
Thanks!