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  1. Kleidium
    Kleidium
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    Companion Leveler 3.1.0:

    • 5 New NPC Abilities: Courier, Astrologer, Daedrologist, Caretaker, Gladiator. (Requires Ahead of the Classes)
    • 5 NEW COMPANION CLASSES, with Abilities: Dark Knight, Metamorph, Negator, Seer, Metallurgist. (Included with Companion Leveler)
    • Companion spells can now be cast on nearby targets through the CL menu!
    • Companion spells can now be equipped/unequipped. This allows for greater control over the spells your companion uses in combat. Equip/Unequip spells in the "Spell List" menu in the Character Sheet.
    • New "Catch Up" function. Catch your companions up to your level one level at a time using the "Fix Stats" menu in the Character Sheet.
    • New "EXP Catch Up" function. Companions that are 3+ levels below you gain x3 EXP. Turn this on in the MCM.
    • Changed how ASSASSIN CONTRACTS work. Contracts and the new Courier Deliveries now provide hints to your objective's whereabouts. As a result, any current contracts will be rerolled when updating to this version!
    • Spells can now be learned starting at skill 15, down from 25.
    • "Change Build" button no longer appears in menu unless Build Mode is activated.
    • Attribute Training and Skill Training can now be disabled in the "Growth Settings" menu.
    • Poacher Ability now deals extra damage to normal type creatures, and to a lesser extent, magical creatures.
    • Bestial Ability Level 10 now has a combat effect.
    • Added some items from TR to lists involving companion abilities, such as Miner, Baker, Farmer, Publican, etc. Only relevant if you use TR.
    • Minor code improvements.

    Companion Leveler 3.0.0:
    Spoiler:  
    Show


    • 4 New Creature Types: Fiery, Frozen, Galvanic, and Poisonous.
    • 5 New NPC Abilities: Vagabond, Scavenger, Ninja, Fisherman, and Arcanist.
    • New Technique mechanic: Some abilities allow the use of Techniques, which require Technique Points (TP) to perform. TP is restored each level and are based on total level + ability bonuses.
    • Ability Changes: Some Ability types were changed to Techniques, such as Necromancer. Some Abilities were made slightly weaker to maintain balance with Techniques, such as Shaman.
    • Fixed an issue which caused Assassins and Bounty Hunters to take too many contracts/bounties.
    • Various UI improvements and small bug fixes.
    • Added helpful tooltips to some menus.
    • Bounties/Contracts can now be forgotten individually or all at once.
  2. Kursings
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    Error in event callback: ...ta Files\MWSE\mods\companionleveler\functions\common.lua:435: attempt to index local 'mobileActor' (a nil value)
    stack traceback:
        .\Data Files\MWSE\core\lib\event.lua:360: in function '__index'
        ...ta Files\MWSE\mods\companionleveler\functions\common.lua:435: in function 'validCompanionCheck'
        ...Files\MWSE\mods\companionleveler\functions\abilities.lua:1769: in function 'beastwithin'
        .\Data Files\MWSE\mods\companionleveler\main.lua:336: in function <.\Data Files\MWSE\mods\companionleveler\main.lua:332>
        [C]: in function 'xpcall'
        .\Data Files\MWSE\core\lib\event.lua:380: in function 'trigger'
        .\Data Files\MWSE\core\lib\event.lua:401: in function <.\Data Files\MWSE\core\lib\event.lua:364>
    1. Kleidium
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      This will be fixed in the next update. This error shouldn't cause any issues when it appears in your log.
  3. KolincaRN
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    Hello!

    Are the companions' leveling data of the mod saved on the .ess file, or in another file?
    I've started playing MW recently, and after resuming saves, I noticed that the character sheet of the companions doesn't open (a small square opens in the middle of the screen, nothing else, can't right click either). Even when re-installing the mod.
    If it's in a separated file I could try finding it in the backup and placing in the due folder. Else I'll try disabling and re-enabling the companion mods.
    1. Kleidium
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      I haven't yet encountered another mod affecting the Character Sheet, so it may be a bug or some sort of file issue. If you could replicate the problem (open the menu to make the square appear), then send me the mwse.log it should help me identify the issue.
    2. KolincaRN
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      Sure, I installed again and replicated the issue.

      MWSE.log is in this pastebin: https://pastebin.com/ysN5RrgK

      Let me know if you need more info.
    3. Kleidium
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      This bug is fixed in 3.1.1.
  4. ShySimmer
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    Mod looks great, however, is there a way to blacklist certain NPCs? I like to use dedicated followers (Dance of the three legged guar at the moment) AND simple ones like from F&Foes or the new F&Frens etc.
    1. freakuac
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      There is a blacklist if I'm not mistaken?
      (am currently cleaning up my savegame at risk testing to directly upgrade so I haven't checked in actual game)

      • Blacklist function. Blacklisted companions do not level up.
    2. Kleidium
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      Yes, there is a blacklist and it can be accessed from most follower menus. 
    3. ShySimmer
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      Ah lol It is actually right there lol. Blinded by excitement! Thanks you guys :) Now it's a must-have to every playthru
    4. Danae123
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      Companions from Friends and Frens can use this mod, just refuse the train them :) (and don't blacklist them for Companion Levele).

      The downside is that you don't get the new abilities FF gives them but I think the tradeoff is more than fair :)
  5. bogatson
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    Hi!  Thanks for the great mod!

    I tried using your mod with related companion slave mods:

    Fligg's Slave ( https://www.nexusmods.com/morrowind/mods/52576 ) 
    Fligg's Slave Mod - Tamriel Rebuilt Compatibility Addon ( https://www.nexusmods.com/morrowind/mods/55117 )
    Working Slave Market in Port Telvannis for Tamriel Rebuilt ( https://www.nexusmods.com/morrowind/mods/55115 )

    Everything works fine, except for one thing - the slaves do not keep the spells they have learned.  
    I uploaded your mod in the list after these mods.

    Is it possible to solve this problem, or will it be necessary to change the scripts in ancient Fligg's Slave mod ?
    1. Kleidium
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      I haven't had time to look at this lately. I might be able to look at the mod(s) soon to determine what is causing this, but it is likely that a script related to the slaves may be the cause.
    2. bogatson
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      Thank you very much!
      I would be happy if you showed me which part of your scripts to insert into the scripts of the Fligg's Slave mod
  6. ixStorm24
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    fargoth in those pics looks great, what face mod is that?
    1. Kleidium
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  7. Goodluc
    Goodluc
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    As "Supreme Follower System" mod was deleted, I advice using this mod: https://www.nexusmods.com/morrowind/mods/14717 - NPC Commands, but you need to increase disposition for NPCs to travel with you.

    By the way, I loaded my version of SFS to my Google Drive, anyone can download it.
    https://drive.google.com/file/d/1I5WaiIc8MeZD2XPg_IoLApoAlVpOz4Mq/view?usp=drive_link
  8. Thunderdragon233
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    is this mod compatible with companion mods like Julan, Julan has a training system made by the player when he teaches them so thats why I'm asking.
    1. Kleidium
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      Looks like you asked this question before last year. Scroll down to see my reply:

      Looking over the description of the mod and some of the scripts in the CS, I can say that if you train Julan through the methods his mod offers, it will overwrite Companion Leveler stats. Any spells learned by Julan through Companion Leveler will stay in his spell list.

      That being said, there's a bunch of scripts concerning Julan and I didn't look at them all. It wouldn't hurt to play with both Julan and Companion Leveler. Just don't use the training methods provided by the Julan mod if you prefer Companion Leveler's stats/attributes. Also if his stat scripts are initiated any other way outside of training they will override Companion Leveler's stats. It would require testing to see to what degree/how often Julan's stats are modified by his scripts.

      Apparently Shani levels with the player. So anytime her script for that initiates, it will override Companion Leveler stats, but not spells learned.

      Once I release the next update, Companion Leveler will remember every change it makes on each companion it touches so you will be able to reset his stats or fix them to what Companion Leveler thinks they should be.

      The update I mentioned in the quote is already available so if your stats get messed up on Julan you can use the Character Sheet to fix them to what Companion Leveler thinks they should be.
    2. Thunderdragon233
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      Sorry I forgot
  9. freakuac
    freakuac
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    So I have completely adapted my savegame and all my current companions (from various source) to 2.0 at last, after a few test runs and series of mod upgrades. The new design is much superior and more powerful that it can safely applied to existing companions with no problem.

    I have been using the previous version for... more than 2 seasons? But still cannot fully grasp the whole thing due to the complexity of all kinds of companion systems/MW character stats. I didn't even touch Build Mode. It could be a nightmare despite years of modding experience in many game types. The 1.0 has made the potential to manage MW's 20 years of historical companions possible, then this 2.0 simplified the tedious/unfun part of management (that problem also exists in many other games and mods), largely expanded the manipulation, and most importantly making it enjoyable. I swapped my game leveling system to CCCP not long ago (by cheating the code to view my savegame as new start), so I am using the Experience Mode, with a bit tweaking I love how MW becomes a solid team simulation game in its solo-based essence. All I need to do during normal gameplay is to focus on the game(questing, combating, exploring, reading) and minor management from time to time when they leveled up, the companions will take good care of themselves without micromanagement. No matter where they are from.

    Supporting Ahead of the Classes is a fairly nice addition as well. I never care about class mods since I only build my custom race/class on my own with the TESCS, but now I think companions do need the expansion because it's arguably the best way to add abilities/spells or even items(?) during character advancement. Which will improve the later game immersion/gaming experience a lot I presume, not just pure stats stacking.

    Thanks again for your continuous hard work and so does any other involved. You're among heroes whom make Morrowind great.
    1. Kleidium
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      Thank you for the review. It took quite a while because I don't often have a lot of time to mod. Hope you enjoy the new features!
    2. freakuac
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      There are several issues I've been aware of though it may need some intense investigation. For example, in Experience Mode I the NPCs can't get any experience from kills, with some spamming "bounty" errors in mwse log. Also for me some script-heavy companions (e.g. Julan) seem to mess up with the mod by preventing some features from working, ui buttons from showing in certain popup windows, or weird stats calculations. I'll report them soon when I gather enough "info/experience" during my playthrough.
    3. Kleidium
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      I'd like to see those log messages. Also, I've never used Julan but I can't think of why any scripts he has would mess up UI buttons. Which buttons aren't working, and in which popup windows?

      Let me know once you feel you have an idea of the problems and when they tend to occur, thank you.

      EDIT: Now that I think of it, above this you said you're using CL 2.0 on a save that was previously using CL 1.0?
    4. freakuac
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      A quick upload of logs: log1 log2
      These are crash on load logs, only happened after stuck in CL UI(see below) then reload(not restart the game yet), not sure if it was caused by CL or MTSecretIdentityMod or combined.
      You might also see the errors that could prevent Experience Mode from getting XP from my ingame kills.
      See also a most recent normal play log3 (2-4hours).

      using CL 2.0 on a 1.0 save
      Yes but no, made a clean save(uninstalled 1.0, saved, restarted&reloaded, gathered all the companion in one place, re-saved) before re-applying the 2.0 mod. I'm experimenting on existing(either leveled or entirely new) companions with 2.0 directly to see how it goes.

      Spoiler:  
      Show
      The exit buttons in windows(ability/special/changing class) won't show up as if being interrupted when creating. After that happened I can only reload the save. (and crash sometimes)
      Same case only applies on certain companions (Julan 3.0beta/Jiub dated F&F_companions/Shareel dated F&F_companions), the CL hotkey won't work either on them(useful so that I know whom I won't try managing them within those unusable windows), and I have to open their character sheets from the dialog option. The Ignore/Blacklist feature doesn't matter since CL can only inspect, not control them. They won't level up in CL, apparently. (F&F Jiub & Shareel did in 1.0 though, both CL 1.0 and F&F/CM's conflicting levelup systems, but that's the old problem. 2.0 overrides perfectly on my most other F&F followers so long as I don't teach/tell them to train.)
      The UI calculations when switching Current/Ideal/Original look like these: [1] click Current first then Ideal; [2] click Original then Ideal. The two Ideals were not identical, and of course didn't look normal (nothing changes like in other companions).

      Tested the 2.0 with up to 7 companions at the same time for 5-10 hours among several long play sections. Right now my game is quite stable as long as I don't manage the fore-mentioned 3 companions with CL. I can ignore the kill XP feature as well by tweaking quest XP income.

      All is tested under Experience Mode, CL 2.0.0, load order near the buttom, newest Ahead of the Classes 2.0.9, newest CCCP 2.0.6
      Newest MWSE, UI Expansion v1.6.0(not the newest, will update), Power Fantasy (custom stable build), F&F 1.6.9 (dated)

      ------
      EDIT: A full new start with 2.0 eliminates all the anomalies and errors, for now it's not safe to use 2.0 on a save that ever used 1.0 before.
    5. Kleidium
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      Companion Leveler 2.1.0 should now ensure compatibility for saves using older versions of Companion Leveler.
    6. freakuac
      freakuac
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      Not much to say about 2.1/2.2 after all these days since then with my too limited playing time to test new stuff (while soloing most of the time), but so far so good. Just a FYI that the Growth Settings screen layer overlapping the texts below if setting the menu transparency too much.
  10. freakuac
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    Love this hidden feature. Even an escort quest npc did their own things.
    1. Kleidium
      Kleidium
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      Not exactly hidden...just not well advertised? 


      • NPC classes now impart abilities. Each class has only one ability. Abilities are learned every 5th level. Some abilities have special benefits such as Alchemists occasionally crafting potions.

  11. Prime2911
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    I'm using CCCP right now and it seems that whenever I level up, then sleep, the level up summary doesn't show up (both in Build and Class Mode). I initially assumed that if I level up with CCCP and the summary doesn't appear, maybe the trigger for companion level-up is for the player character to sleep after a change in level, but seems like it's not the case here. I'll start keeping track of my companion's stats to see if they still change without displaying the summary, just thought that I'd let you know about this.
    1. Kleidium
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      Currently, Companion Leveler won't work with CCCP or MULE because the companion level-ups are dependent on the player going through the level-up menu. I'll be releasing an update soon that contains a fix for this.
    2. Prime2911
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      I see. Thanks for the clarification. I'd love to pair it with CCCP, this mod just earned a permanent place in my modlist lol.
    3. Kleidium
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      The newly added Experience Mode is compatible with CCCP!