Skyrim

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Grimraven1

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Grimraven1

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30 comments

  1. EndofTales
    EndofTales
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    Hi and Thanks I like the Face paint on all your girl's
  2. BW117
    BW117
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    Can you update the latest version to 2 under the attributes?
  3. Grimraven1
    Grimraven1
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    The only companions I have that won't work with vanilla or alternate body/face mods exclusively are the companions that use Apachii Sky Hair, and those companions are noted in the descriptions that they have to have Apachii's to work. Any companions made with Apachii's have to have that mod in order to work.

    The rest of my companions should work with vanilla or other face/body textures; they just won't look the same as they do in the screen shots since I use CBBE Curvy and Bella's Version 3.
  4. dragonage456
    dragonage456
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    In some of your other companion mods you said that it works with vanilla set up right

    I have one of the mods which is bellas better females but thats it
  5. Grimraven1
    Grimraven1
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    I'm not the first one to use this setup for companions...most people just don't change the defaults in the CK.

    Blackie, the creator of the below mod:
    http://skyrim.nexusmods.com/downloads/file.php?id=11669
    is the person that got me setting my companions up the way I do. Within his companion mod is an awesome tutorial read me that will walk you through most of the character creation processes step by step, and he/she's tutorial will also show you how to make companions without the head discoloration bug. I highly recommend it to anyone whose thinking of getting into making companions for Skyrim.

    To make vanilla NPCs do this you would most likely just have to load them into the CK and change the AI package (but you would also have to take the same steps to fix the head discoloration bug messing with the vanilla NPC would create if I'm not mistaken). Plus I have no idea if changing the AI Package would screw up NPCs that have/offer quests. Considering the beast that is the Creation Kit; I imagine that it would either go smoothly or be a huge pain in the butt...there's very little middle-ground when the CK is brought into the mix.

    Altering factory NPCs is the only thing I can say I have no interest in doing (that and there's several people on the Nexus that are already doing it).
  6. DimosZargarda
    DimosZargarda
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    Just tryed it out and it works, I think you are the first one who m ade this possible, would it be possible to make the vanilla ones act the same way?
  7. Grimraven1
    Grimraven1
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    Yep; all of my companions are designed to work that way so you can park them where ever you want when you aren't using them.
  8. DimosZargarda
    DimosZargarda
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    Hey there, I read on your other Companion Mods that swhen I tell them to part ways they will stay at the spot until I get back, does this work for Nina too?
  9. Grimraven1
    Grimraven1
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    The AI is really wonky when it comes to dual wielding. The factory Dark Elf companion you find in The Drunken Huntsman is enabled to dual wield and if you equip her as so she still rarely does it.

    As far as I know, Nina is indeed setup to dual wield but I don't know how often the AI will actually let her do it.

    I've had two handed skill companions with an archery skill of less than 10 (with two handed of 50+) that refused to use two handed weapons and hang back with a bow unless I took the bow away from them.

    Bethesda's AI has always been weird, though this game isn't as weird as Oblivion was in my opinion.
  10. phatlad
    phatlad
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    Cheers, re-install fixed the problem and all is good
    Just one question, as she is a rouge is it possible to make her dual wield? I noticed you gave her two daggers but she only equips one.
    Endorsed. Thanks.