Morrowind
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uramer

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124 comments

  1. kkloxup
    kkloxup
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    Having trouble installing, not finding a file to set as data directory. Also don't know how to create one if that's what is required to fix.
    1. conrad2488
      conrad2488
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      I'm currently experiencing the same issue. Did you figure it out, by chance? 
    2. BlueMoonday
      BlueMoonday
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      I did manage to install it using MO2, just ignore the warning and install it, then, open the installation on the explorer then cut everything in the folder "Attend me 1.8" and paste on the previous folder which must likely be named "Attend me" too. Everything works perfect so far, you can customize the script in game options
    3. Gfatula
      Gfatula
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      Im still having issues, can you explain exactly what you did with setting the data directory etc...
  2. SleepyChipmunk
    SleepyChipmunk
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    Great mod, absolutely essential for me when I play.
  3. DarkMetatron
    DarkMetatron
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    I (now hopefully) completed my quick fix for latest 0.49dev versions.

    https://darkmetatron.de/openmw/attendme/hud.lua

    It is still not pretty but working.
    The hud element can be moved in percentage of the screen width and height (Range 0 - 100) default is 0 0 as the left top corner.

    
    Element moved to 20 80 as an example

    There is still a
    Error in callback: Lua error: [string "scripts/AttendMe/hud.lua"]:327: attempt to index local 'v' (a nil value)when the settings menu is open but it seems to create no problem as far as I can tell.
    I will look into that later, modding with LUA has me hooked now :D
    1. uramer
      uramer
      • member
      • 15 kudos
      If you are that desperate, I have a 0.49 branch here https://gitlab.com/urm-openmw-mods/attend-me/-/tree/0.49

      I'm working on some more features before I make a Nexus release of that
    2. DarkMetatron
      DarkMetatron
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      Cool, I will look into that for sure. Great 👍
    3. lelimule
      lelimule
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      I have a 0.49 branch here https://gitlab.com/urm-openmw-mods/attend-me/-/tree/0.49
      Thanks.
  4. GMan7
    GMan7
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    Good evening! It seems I have a bug - I have the follower HUD, but no AttendMe settings in the script menu.
    Using the latest OpenMW dev version.
    Any suggestions? Thanks.
    1. lelimule
      lelimule
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      It seems related to this bug:
      https://gitlab.com/OpenMW/openmw/-/issues/7831
    2. GMan7
      GMan7
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      Possibly. That means will probably have to wait for a new OpenMW build.
    3. lelimule
      lelimule
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    4. GMan7
      GMan7
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      Thanks, will try it out.
    5. pr4wn0p
      pr4wn0p
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      Ignore
    6. Faethore73
      Faethore73
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      OH lord thank you for this.  Wish I'd have found it before deleting all my mods and redownloading them, but I'll take it.
    7. lelimule
      lelimule
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      By the way, i learned that this mod (and some other lua mods like Light Hotkey and Perfect Placement) doesn't correctly work (pb with "Options") with new builds until it is updated to be compatible with the new builds.
    8. DarkMetatron
      DarkMetatron
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      Ok, my script seems to be broken in some way.

      Don't know why it worked in my first tests.. Fun with software development..
      So back to the drawing board and bug fixing
    9. SkharrTheKhajiit
      SkharrTheKhajiit
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      Now i see the menu, but the overlay for the comp is gone. Tried with the xy thing, but no result. 
  5. Would it be possible to "forcegreeting" on clicking a companion's name in menumode?  I often need to talk to a companion if their health gets too low, I use Companion Combat Communication so range isn't an issue.

    I modified function "createNewHealthBars" while it's iterating followers:
        labelMenu:registerAfter("mouseDown", function()
          tes3.runLegacyScript({ reference = companionRef, command = "ForceGreeting" })
        end)

    and can now talk to companions as soon as I see their health drop, to administer potions with Party Alchemy.  It's working quite well  :)
  6. This mod works great with Persuasive Speech! It's practically a match made in Sovngarde! Thank you!

    My only suggestion would be: Might there be a way to add an indicator to the HUD if one of your companions attributes have been damaged or if they're diseased?
  7. Vhagg
    Vhagg
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    Followers dont seem to teleport for some reason. Is there a way to manually teleport an npc to you through this mod? 
    1. uramer
      uramer
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      There is a setting to disable teleportation. Check if that's on. Lua mod settings are in the "Scripts" tab
    2. Vhagg
      Vhagg
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      I didn't want to disable the feature, turns out I just needed to enter a new location and the npcs will teleport
    3. uramer
      uramer
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      Yes, that's how the teleport feature works
  8. The teleport option causes the pack guar from Tamriel Rebuilt to teleport inside interiors when it shouldn't. Not really a bug on this mods end, but it would be nice if compatibility was added.

    Maybe an option to make follower teleportation only occur in exterior cells?

    Also it would be nice if followers teleport to you when you wait.
    1. lelimule
      lelimule
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      Interesting options suggestions...
  9. deleted189231795
    deleted189231795
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    • 1 kudos
    I'm assuming its not possible to make followers ignore friendly fire?
    1. uramer
      uramer
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      It might be doable, but that's not within the scope of the mod as I currently see it.
  10. wcfcarolina13
    wcfcarolina13
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    Does this mod conflict with Companion Teleport? 
    1. uramer
      uramer
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      You can disable the teleportation in AttendMe with a setting, so if it does, it's easy to solve