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Seth

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stealthjackal

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79 comments

  1. cammissar
    cammissar
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    how do you install this with mod organiser 2?
    1. crabrangoons
      crabrangoons
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      You have to download, install, and then use the OpenMW Player plugin for MO2 available here on nexus.  After you install it, open up the plugin from the Tools dropdown menu in MO2 and click the box "Enable omwaddon and omwscripts support via esp files" now close that window.

      Then if a box comes when you try to install this mod with red text that says "The content of <data files> does not look valid" you need to right click on the text that says "Persuasive Speech" and select "Set as <data files> directory" then click OK and then click Ignore.  Then click the box to enable the mod like anything else.  In the Plugins tab to the right side you should see "Persuasive Speech.omwaddon.esp" with a marked checkbox next to it.  Then export via OpenMW Player from the top Tools menu.
  2. TacchiMiii
    TacchiMiii
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    Ok so if anyone loses their companion in a modded cell like on Tamriel Rebuilt mainland you can get them back with the PositionCell command:

    "companion's ID"->PositionCell x,y,z,r "current cell ID"

    To get the xyz spawn coordinated use GetPos x etc. on your character. The fourth number is rotation, it can be 0 or whatever. Here is an example:

    Botrir->PositionCell 4481,3607,11841,0 "Helnim, Guild of Mages"

    Hope this saves some frustration for someone.
  3. kaizerkat
    kaizerkat
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    awesome mod but i wish that the author would have created two more command lines so that the npc would stay or follow. sometimes i do not want my companion to follow me
  4. AztekMayan
    AztekMayan
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    I got Andilu Drothan as a companion, since I'm hlaalu and I want some restocking apothecaries in my house, but the Companion Share/info don't appear and I when I press  "adventuring" it just lets me recruit her again (but doesn't add to my companions list it appears, she does follow me and everything), I am suspecting this maybe a conflict with the Privileges and Services mod, since both add/change scripts in most npcs, but I've been able to access her storage before, and I have another companion who does work properly and lets me have their info and see their inventory...
    Maybe it's only the new NPCs that I reclute that don't work anymore, or maybe it's something simple i screwed up, either way, pls help guys, i love having companions
  5. winkitty
    winkitty
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    Hey Friends,

    If you're at the "follower limit" but you only have one follower, or the "Companion Share/Info" stopped showing up, try typing this into the console:

    set PS_numFollowers to (PS_numFollowers -1)

    #Then ask the NPC to adventure with you again. This solved my problem, and hopefully it can help you too.

    ## the "1" can be replaced with the number representing the maximum number of followers you can have to remove all followers currently "following" you. So if my max follower count was 5, I can put "-5" to reset my follower count.

    ### I absolutely love this mod, and I cannot imagine playing without it! Endorsed!
    1. Athetosis
      Athetosis
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      yr a godsend, thank you a ton
    2. AztekMayan
      AztekMayan
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      hi, I'm trying to repair my mod, and I think I broke it by having enchantments with like 180 personality or something like that, the companion share/info did stop showing but I don't know what number to put in the console, or what to do in general
  6. seanmcflurry
    seanmcflurry
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    Does anybody know the compatible classes? I'm working on a mod and I want to include npc's that can go adventuring using this mod. It seems most of the classes I've tried that would fit a spellcaster don't like adventuring. Thanks for any help. I love this mod
    1. YoshiSaito
      YoshiSaito
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      All but the ones marked "X Service" since they're merchants and members of the "Guard" class. I don't have a list but I did notice this much through process of experience. 
  7. niconosave
    niconosave
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    I've been making tiny mods that add an npc or two so that I can recruit them with this mod, this stuff is a great help. I'd like to expand it thou, having the greeting overridden is a little let down, it'd be nice for it to have some system that can be expanded by another mod, like adding new dialog or options. would it be ok if I made an expansion for it?
  8. EthienVonStahl
    EthienVonStahl
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    Is there any way to make companion equip the items you give them ? I want to turn Fargoth into a tank

    Edit: I used the "Mighty Fargoth" mod, disabled and respawned him, now heavy armour is among his primary skills
    1. YoshiSaito
      YoshiSaito
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      They'll automatically equip whatever their stats favor. Like, with armor, if Fargoth has higher Light Armor than Heavy Armor he'll probably wear any Light Armor you give him instead of Heavy Armor unless the Heavy Armor in question is good enough for him to wear it anyway despite not having as much skill in it.
  9. greywyvern
    greywyvern
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    I used to use the Live Free mod to get my companions, but this one is definitely a huge improvement. This mod has enabled me to turn my player stronghold into a swinging party spot! Everyone's invited! :D

    I had a couple of suggestions:

    1. Would it be possible, when selecting "Companion Info" to also get info on whether the companions attributes have been damaged, or if they're diseased?

    2. It would be nice to be able to run the "level up script" manually somehow for companions you may recruit, such as slaves, who are mostly level 1, when you're already level 25 or something. Using the console 'setLevel' doesn't seem to always raise the associated stats as an actual level up would. I assume the "level up script" is doing something more in depth than just doing a 'setLevel'?
  10. hjalmir
    hjalmir
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    I have few questions:
    1. Is it compatible with Companion Teleportation?
    2. What is the difference between this mod and NPC Rapport (link below)?
    https://www.moddb.com/mods/rapport-npc-companions/downloads/rapport-npc-companions-21
    3. When I sneak, does my companion sneak with me?
    4. Does my companion attack only when I attack someone or I'm attacked by someone(someone blows a hit)?
    Or does my companion attack before first blow, just when some foe is near?
    5. Does my companion draw a weapon just when I draw mine, or only when fight?
    6. If my companion is a healer, does he cure me, when I get wounded?
    1. LargeOuterReap
      LargeOuterReap
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      2. They are different mods that do similar things. They aren't related. 
    2. YoshiSaito
      YoshiSaito
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      1): Not sure, but they do teleport to your location (in vanilla Morrowind, not Solstheim, Mournhold, or modded-in areas such as Mainland Morrowind) whenever you transition cells and sometimes over long distances in the overworld. If you want to use companions via this mod in the excluded locations, you'll have to monitor them or they'll disappear (you can get them back by returning to vanilla Morrowind and doing a cell transition).

      3): No; it's a good idea to tell them to wait before doing something sneaky.

      4): On OpenMW, they follow the same rule conjured stuff does, so they'll initiate if you enable that in the settings or be passive until you're hit/hit first otherwise.

      5): Only when they fight. They stay sheathed otherwise.

      6): No. Healer companions can only heal themselves. It's a good idea to be the party healer yourself since you can stack healing spells over time on them before major fights, as well as other buffs like Sanctuary or Fortify Strength, as well as give them healing potions to drink so they'll use it when near death. 
    3. hjalmir
      hjalmir
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      Thank you for your asnwear. So the "NPC Rapport" has more features than yours(no offense). Your companion sneaks, when you do it. And there is one nice spell, 'companion warp', which teleports your companion to you anywhere outdoors.
    4. deleted189231795
      deleted189231795
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      1. Just use Attend Me
    5. YoshiSaito
      YoshiSaito
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      I found a mod called "Companion Teleport for OpenMW patch" (or something like that) which fixes the problem I outlined above about it being unwieldy to bring them outside the vanilla game. Unfortunately, it won't summon them to interior cells but it does alleviate the trouble of using this mod outside the vanilla game, at least.