Oblivion

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b3w4r3

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b3w4r3

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About this mod

5 mods in 1 plus lock picking orders, and walk to location orders for companions. See details for more info...

Permissions and credits
This is a rebuild of 5 of my other companion based support mods.

Set Essential Actors Plus
Companion Horse Support
Companion Repair and Recharge
Companion Resurrect
Companion Tracker

It adds the features from all these mods plus adds Lock Picking commands, and the ability to select an object in the distance and have your companions move to that object. You can also give attack orders in the same way you give move orders mentioned above. Target an actor with your crosshair activate the inventory item and select one or all companions to attack your target.

All these options can be accessed from one inventory item once companions have been added to the companion list using the Companion Master Spell on them. Clicking the item or using a hot key opens a series of menus for all features.

Change Log:

Version 5b:

Added companion's Armor Rating to the Vital Statistics Stats menu. Will display their Armor Rating in the current gear they have equipped.

Version 5:

Fixed the Companion Tracking option.

Added a mark and recall option menu. To access this menu you have to hold down the activate button while activating the Command Ball. This menu displays the following options. These options will not work on actors that are mounted on horseback.

Mark a Location: This option will make the current location the player is standing, and then ask you to set a location slot. There are 8 location slots that can be saved. Interior cells will store the cell name as the button, but exterior cells will still show <no name>. This may be fixed in future versions of OBSE.<br><br>WARNING - Locations should not be marked in towns (child world spaces). Initially they will operable displaying the town name, but as soon as you leave that world space that slot will display <no name> and will lock up your game if you try to teleport there. <br><br>Travel to a Location Alone: This option will teleport the player to the selected location without companions. Make sure you select a location you have already set or you will end up in an empty holding cell as that's where the markers are stored until they are set the first time.<br><br>Travel to a Location with Companion: This option will teleport the player, and any companions near the player, to the selected location.<br><br>Send a Companion to a location: Sends the selected companion, or all companions to the selected location without the player, and forces a wait package on those companions to make sure they stay put.<br><br>Send a Companion to my Location: Teleports the selected companion, or all companions, to the players current location, and adds a follow package to each companion that was teleported.<br><br><br>Version 4a:<br><br>Changed some code regarding the Lock Companions Gear option. Now when using this option a message box will warn the player about using share options from mods other than Companion Master while companions have locked gear. This message can be turned off once you have read it. <br><br>Also fixed the share option to make sure all items equipped using the Lock Companions Gear are handled properly. Previously some items that used unusual slot combinations would not get removed causing a lock up. Now all equipped items will be removed before opening the share container preventing the posability of lockups/crashing. There is a small delay now when using the share feature as items are unequipped. <br><br><br>New in this Version4:<br><br>Added a Group Command Menu where you can issue basic commands to all members of your companion list. These <br>commands currently include; Follow, Wait, Ride Horse, and Dismount. To access this menu you must hold down <br>the "Block" key on your keyboard while activating the Command Ball inventory item either from a hot key, or <br>the inventory screen.<br><br>When giving companions follow orders their follow distance is determined by their position in the companion <br>list. This applies to group orders also.<br><br>If using the group command Ride Hosrse, if some of your companions don't have a horse set as owned by them <br>they will fall into position and follow on foot.<br><br>Horses are excluded from group commands even if they are in your companion list. If you need a horse to <br>follow then give them the standard follow command from their individual list. Other creatures are included <br>but since they can not ride hosese they will fall into following position on foot.<br><br>Changed the companion training to allow you to train a companion every day instead of every two days.<br><br>Improved performance when giving multiple companions the Ride Horse command in quick succession. Now each <br>companion will be tracked seperately, and fall into the correct position instead of bunching up on the <br>player.<br><br>Removed the soul trap spell effect from the Companion Master Spell, and replaced it with no effect which <br>just lights up the target a little.<br><br>Bug Fix<br>I added a small fix where if your companion was sitting and you select More Companion Options nothing would <br>happen, now it functions normally. Still V3.<br><br>New in this Version3:<br><br>Teach Spell - You can now teach your companions spells from your spell list providing they have the correct skill level to cast it. Only spells that meet the skill requirements will be displayed.<br><br>View/Remove companion spells - You can view a list of your companions spells, and remove them by clicking the desired spell to be removed.<br><br>Train Companions Skills - You can train your companion's skills +10 (to a maximun of your current skill level) as long as you have a higher level in that skill. Currently you can train one skill on one companion every two days.<br><br>Fix Double Face Bug - The companion Master spell has an option to correct the double face issue some users experience with companions. After using this fix you will need to re-issue commands as typically scriptpackages will be removed. Initially the companion will be disabled. After about 5 seconds a message box will remind you to reset follow orders on your companion, they will be enabled.<br><br>View Companions Stats - Lets you view your companions stats.<br><br>Fixes:<br><br>Changed the way items in the inventory are displayed when using the Select Companion Armor and Weapons option. Now only Weapons, Armor, Clothing, and Ammo will be displayed.<br><br>Changed the order of most commands in the menus to make selections easier to find.<br><br>Removed the Add Companion to the Companion List from the inventory item menus as it didn't seem necessary. If you need to change a slot an actor currently uses then use the spell on them.<br><br>New in this Version2:<br><br>Select companions Armor and Weapon - This option allows you to specifically select which items from your companions inventory they will equip. No need to play games with their inventory by removing items you don't want them to equip, just select the items from a comprehensive list. Use the back and more selections to navigate through all of your companions items. A message will be displayed in the upper left when you have reached the end of the items list. Further attempts to see more items will return items with <no name>.<br><br>Lock Companions Gear - Use this option to force equip items on your companion after selecting their gear for them. Normally a companion will switch to the gear they like best each time they are loaded into a new area. This option will prevent that and make them wear only the items that you have selected for them. This also applies to weapons. Say you want your companion to use their bow, but during a fight they will switch to melee when their target gets in close. This can be a real problem if you have removed melee weapons to force them to use the bow, as now they will switch to hand to hand when things get tight. Again this option prevents them from using any other item then they one they have equipped when you lock them. PLEASE ONLY USE THIS FEATURE IF YOU UNDERSTAND WHAT I HAVE OUTLINED HERE. It is totally reversible with the following command, so make sure you use Unlock Companions Gear before attempting to access their inventory in any other way than included in this mod. If you decide to uninstall this mod make sure you unlock any locked companions before proceeding to ensure you will not have problems with CTDs using their (from your companion mod) share feature.<br><br>Unlock Companions Gear - This option lets your companion select their own gear once again. This is necessary if you used the above command to lock their gear, and now you need to access their inventory. Typically when an actor has items force equipped, using their share function can cause a CTD. Use this option before you use your companions share option to ensure that the force equip flag is turned off. An exception to this is when using the share function from this mod. I have scripted it so that if the actor has items locked, by force equipping, that those flags will be removed, preventing any crashes.<br><br>Share Items - A safe share feature that will remove the force equip flag set by the above option.<br><br>Remove Companion From the Companion List - Removes the companion from the companion list obviously.<br><br>readme:<br><br>Companion Master<br><br>CompanionMaster.esp<br><br>This mod requires the latest version of OBSE (currently 17b)<br>You can download OBSE here http://obse.silverlock.org/download/<br><br>This mod requires the OBSE plugin file "RefStuff" (included in this download)<br>http://zenthought.org/content/project/refstuff<br><br>When you start the mod with OBSE active is will check if the RefStuff plugin is installed. If all is ok there will be a message in the upper left corner saying "Found RefStuff" Otherwise there will be a pop up message saying Refstuff was not found.<br><br><br>Description:<br><br>This mod is a rebuild of five other mods I made. If you have any of the following mods installed please remove them before installing this one. I am including the readmes for all the mods. Some functions have been altered to fit with this build only using one spell.<br><br>Set Essential Actors Plus<br>Companion Horse Support<br>Companion Repair and Recharge<br>Companion Resurrect<br>Companion Tracker<br><br>Also adds additional functions:<br><br>Follow command. This command will set the actor to follow at a distance determined by their placement in the companion list. Top level companions will follow closest. I realize that any companion mod out there has follow options, but using this mod it can be more convenient to have access to all your companions with the inventory item, and it will prevent companions from all trying to follow at the same distance resulting in actors constantly bumping into each other while following.<br><br>Wait command. Same as with follow I just added it for convenience.<br><br>Target a locked door or chest with your crosshair, and select a companion to try to pick the lock (providing they have lock picks). Companions have a greater chance of failure if their security skill is less than the lock level. Companions have a small chance to gain one level to their security skill every time they successfully pick a lock.<br><br>Target an actor with your crosshair and give the "Attack" order, then select an actor from your companion list to attack that target. You can select one companion at a time, or select all to have them concentrate attacks on one target.<br><br>Target any object in game with your crosshair, then select a companion from your companion list to order that companion to move to the location of the object. Move options are "Run To Target", "Walk To Target", "Sneak To Target". Any object up to 10,000 game units away can be selected. Small rocks or trees work best. Selecting a larger object may prevent the actor from getting close enough to it to satisfy it's package settings which will result in the actor trying to get to a point that is blocked by the objects collision radius. If this happens you can just use the wait command to make them settle down. When an object is selected it will play a red shader effect to let you know where the actor will move to. <br><br>This new build includes all the features of each separate mod, but only uses one spell and one inventory item. For best results the inventory item called "Companion Ball" can be linked to a hot key. Activating it from the inventory will work, but menus involving selecting targets like "Attack", "Pick Lock" or "Location Orders" will not execute until the inventory is closed due to the function GetCrosshairRef not functioning in menumode.<br><br><br><br>Details:<br><br>The spell is mainly used to add actors to your companion list. Placement in the companion list determines following distances when using the follow command from the inventory item (unless you are using the horse functions, then they will follow at the follow position you set for them).<br><br>The way NPCs use horses has changed in this version from the stand alone mod. In this mod when you cast the spell on a horse it will allow you to set its owner from your companion list. Then that NPC will only use the horse that he owns.<br><br>In this version some functions are only available when using the inventory item, while the resurrection option is only available when using the spell.<br><br>Using the spell or inventory item on an actor will check what type of actor it is, NPC or Creature, and return menu selections based on that actor type.<br><br>Using the spell on a dead actor will resurrect them without any prompt, so make sure when targeting a dead actor that it is someone you want to resurrect.<br><br><br><br>Notes:<br><br>Some issues with this mod and CM Partners can be avoided by downloading the "Companion Horse Support FIX for CM-Partners" in the optional files section where you downloaded this mod.<br><br>Whenever possible actors names will be displayed in menus to make things easier. If you select to track, or give a companion orders from the Command Master inventory item and the actor is dead, a message will display in the upper left of the screen telling you this actor is dead. Also if you are currently tracking an actor and he dies you will get the same message.<br><br>When giving orders to Ride Horse it is best to wait until the NPC is mounted before executing another command. Otherwise actors may not get their following position set properly, and will instead come right up to the player. In this case you will need to set their following position again.<br><br>Sometimes when an NPC gets near their horse when told to ride, they may stop and just stand there. This is just a bug in the game AI. Moving close to their horse and giving it a little nudge is enough to get them to mount.<br><br><br><br><br><br>Install:<br><br>Extract the contents of the archive to the Oblivion Directory typically located at C:\Program Files\Bethesda Softworks\Oblivion\. Start the Oblivion launcher, select data files, and put a check next to the CompanionMaster.esp.<br><br>Install the RefStuff plugin to the OBSE plugins folder typically located at C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins </no></no></no>