Just in case anyone else can't get this mod to work - if you are using CCCP - this will not work. you need to disable CCCP's health calculations and use something else (mtr State based health for example) for this mod to work.
Can anyone suggest a similar mod that works on OpenMW ? Friendly fire is a pain in the ass, especially, when the companions start to attack each other or even the player, instead of the enemy 🥺.
For the summons it's intended, there are some dialogs about that with mages conjuring things just to capture their souls. For the followers it's really annoying, as a workaround if your follower turns against you, you can open the console, click on him and type stopcombat, not very convenient, but it works.
I noticed on testing that in the recovering Cloudcleaver quest, after refusing to kill Sosia, Hlormar just stood in place. When I tried to talk to him, the game indicated he was in combat, but he didn't do any damage to me and he didn't move.
With over 240 mods in the left pane of my MO install, it's a bit difficult to pinpoint, but does this sound like something that could happen with this mod? I'm trying to pin it down and this is the most likely culprit I can think of.
Could you add a config option that causes spell projectiles with only negative effects to not collide with friendly actors? That way you can have lightning bolts pass through them but spells that mix negative with neutral effects (like light) or even positive effects (for whatever reason) would still hit but only apply the non-negative effects.
Thank you for this awesome addition to the game. It has quickly become one of my favorite MWSE mods! I had an issue with the first version not working, but everything is functioning now in the latest version.
Not only does it make older mage companion mods a lot less of a headache, it makes my mage more comfortable using Area-of-Effect spells (which were previously completely useless if bringing allies). Since I really enjoy Emma and Grumpy's old followers, but really wanted to make a touch/area-based mage, this was the perfect solution.
Unfortunately not compatible with DragonDoor, DragonDoor "consider" followers that were hit by PC previously as aggressive, it says something like you are hunted or so when trying to save.
Also, seems like previously non-aggressive followers turn aggressive after being hit and PC entered another cell. I suppose it is issue with DragonDoor too.
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For the followers it's really annoying, as a workaround if your follower turns against you, you can open the console, click on him and type stopcombat, not very convenient, but it works.
I noticed on testing that in the recovering Cloudcleaver quest, after refusing to kill Sosia, Hlormar just stood in place. When I tried to talk to him, the game indicated he was in combat, but he didn't do any damage to me and he didn't move.
With over 240 mods in the left pane of my MO install, it's a bit difficult to pinpoint, but does this sound like something that could happen with this mod? I'm trying to pin it down and this is the most likely culprit I can think of.
Is there a list of all NPCs to exclude? Otherwise it's unimmersive to add during a game--I prefer to do the work beforehand.
Not only does it make older mage companion mods a lot less of a headache, it makes my mage more comfortable using Area-of-Effect spells (which were previously completely useless if bringing allies). Since I really enjoy Emma and Grumpy's old followers, but really wanted to make a touch/area-based mage, this was the perfect solution.
Also, seems like previously non-aggressive followers turn aggressive after being hit and PC entered another cell. I suppose it is issue with DragonDoor too.