2.0c Minor bugfixes but more is in the works: - some issues reported are still under investigation - a brand new companion based on a beloved modder - a dialogue overhaul to improve immersion
for some reason when i made a custom companion through the online tool, a dunmer hermit, it just made a blank-slate argonian guy with the name "Your Companion"
alright well, I figured it out. I was trying to have more than one custom companion at once, turns out this was the cause from the base custom companion file. in order to fix this I followed the instructions for the construction set method of making characters, only I additionally changed the id of the new characters while they were the active file.
so let's say you want to add the characters 'jim', 'tim' and 'kim'. make them in the online tool, add their ESPs to your folder. then open them in the construction set and change the id _aa_yourcompanion to _aa_jim for 'jim' respectively, and so on. then you'll save it and move on to the next character. you'll notice the count is 0 for these so when you load the game just open your console and type placeatpc "_aa_jim" 1 1 1 and then you'll spawn your guy. rinse repeat to have as many custom companions as you want. using this method I've made three companions for my character, and they also work in openmw.
as the creator mentioned you can customize them a lot more intimately in the construction set if you wish.
my companions are flickering transparent when i have a spell readied with this mod enabled. it stops when i dismiss the companion, and when i uninstall the mod. anyone else experience this problem? i'm on openMW 0.49
I disabled MCA companion and use this one and there is no companion at satda neden trade house anymore no companion at all but weaponless fargoth without companion ahare
I cant find any of the companions in the mod? Ive double checked the data files its checked, in game i can find none of the companions on the spread sheet. none. idgi
Hey everyone! What an excellent mod! I do however see a minor issue of my companions not being able to meet me at the inns in the Mainland. I understand that this would make for a heavy list of inns in the dialogue menu, but I sorely miss the opportunity to teleport them to a place and then cast Recall. This forces me to herd them manually towards the cities. Anyone else has that problem
A small request for this excellent mod: do you think, in your next update, you might be able to move Yarinil just a little bit for compatibility with Ebonheart Imperial Chapel Redo? I would do it myself, but I know you're regularly updating the .esp.
116 comments
Minor bugfixes but more is in the works:
- some issues reported are still under investigation
- a brand new companion based on a beloved modder
- a dialogue overhaul to improve immersion
so let's say you want to add the characters 'jim', 'tim' and 'kim'. make them in the online tool, add their ESPs to your folder. then open them in the construction set and change the id _aa_yourcompanion to _aa_jim for 'jim' respectively, and so on. then you'll save it and move on to the next character. you'll notice the count is 0 for these so when you load the game just open your console and type placeatpc "_aa_jim" 1 1 1 and then you'll spawn your guy. rinse repeat to have as many custom companions as you want. using this method I've made three companions for my character, and they also work in openmw.
as the creator mentioned you can customize them a lot more intimately in the construction set if you wish.