A little late as I just found this mod but it could be a conflict with a follower mod or a sigil stone selector mod type mod that affect the sigil stone script once you grab that stone
Thank you so much, this mod works perfectly! My followers safely teleport out of oblivion and are waiting for me with all of their equipment as expected!
This is an ABSOLUTELY CRITICAL mod for anyone using CM Partners.
Edit: after closing about 15 gates, I have found a few issues, but not necessarily the fault of the mod. If I kill everything in the sigil room real fast and then take the sigil, it doesn't give time for the script to run and successfully transport out my followers. Either none or only a few followers make it out.The solution is to wait 1 hour after killing everything in the sigil room, then everything has calmed down and the script runs quicker.
Thank you, frankie_mac, I'll give it a go. This seems to be a simpler way of dealing with the problem than what I was doing.
Mojodajojo, what I was doing to protect myself, once I realised what was happening, was to save just before grabbing the sigil stone and telling Neeshka to meet me at our 'Meeting Place', which I had set to our home. That seemed to solve the problem, but then I had to go home to find her or recall her with a summon spell. I don't know if other companions have a meeting place you can set and a summon spell.
I've always been to paranoid to bring one into Oblivion. Now I'll install this and... I'll still be to paranoid to bring one into Oblivion. Thanks for sharing this though ">.
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This is an ABSOLUTELY CRITICAL mod for anyone using CM Partners.
Edit: after closing about 15 gates, I have found a few issues, but not necessarily the fault of the mod. If I kill everything in the sigil room real fast and then take the sigil, it doesn't give time for the script to run and successfully transport out my followers. Either none or only a few followers make it out.The solution is to wait 1 hour after killing everything in the sigil room, then everything has calmed down and the script runs quicker.
Mojodajojo, what I was doing to protect myself, once I realised what was happening, was to save just before grabbing the sigil stone and telling Neeshka to meet me at our 'Meeting Place', which I had set to our home. That seemed to solve the problem, but then I had to go home to find her or recall her with a summon spell. I don't know if other companions have a meeting place you can set and a summon spell.