Oblivion

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cfh85

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  1. cfh85
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    I forgot to mention. To aid testing, the leveling system that I'm currently using is VERY simple. Every time you hire them they increase 10 (final release will be 1 at a time) ranks within CFHCompanionLevelFaction. This makes their abilities more powerful, and hopefully more obvious.
    Since you get your money back each time you exit dialogue after hiring them, if you then (after having your money returned) re-enter dialogue and select to extend their contract they will go up another 10 levels.
    If you extend their contract more than once without exiting dialogue you wont get all your money back!
    The maximum 'Companion level' is 50. Remember, this has NOTHING to do with the standard oblivion level. This only effects their abilities.
  2. cfh85
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    I need to check what package runs after you check their inventory.
    I'm not sure about the fast travel. I'll look into it.

    I've just finished redoing the dialogue as there were several mistakes. It was a bit of a patchwork. Now it's organised.

    Remember, these NPCs (should) have abilities that make them more effective when used as intended. A lot more effective.
    The crusader, as an example, gets a magical shield effect IF they have a shield out (not equipped - actually visible).
    As a rule, any NPC that has an ability relating to equipment, make sure they have it - for maximum effectiveness. Though this is obviously up to you.

    The monk uses a ring to detect when he/she punches an actor. At maximum 'Companion Level' he/she will do an extra 25points of damage to health AND fatigue when punching.

    I really need to release in depth guides to each class, especially for testing
  3. ElderScrollsFan001
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    10 is definitely the magic number. On any companion I've used in the past I've altered them all to this (sometimes subtracting the base which I think is 6). For roleplay purposes though it can sometimes be fun..........<img class=">



    ok just did some more plat testing there are still some minor bug

    first off they still want to walk away after checking there innovatory but at least this item i can access it before the walk away

    second there little iffy on following you when you fast travel, sometime they there will be there with some time they won't, you can go get them when you go back from where you traveled from, but it still might take a few times or traveling to a different spot maybe

    but i am able to give them better stuff as shown this is the crusader and ranger from laywin fighter's giuld, also they did not go crazy and start a killing spree this time <img class=">

  4. cfh85
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    Aggression has been lowered. I want some of them to be quite aggressive so I've kept most of them above 10. I may need to add faction dispositions to stop them attacking the wrong people. You should now be able to access NPCs inventories - problems with almost all abilities (which the inv access is)

    The aim is for them to be more realistic. You wouldn't take an insane brawler into town, would you?

    Most of the abilities have been updated apparently scripteffectstart and scripteffectupdate don't work within abilities... which means somewhere in the region of 100 scripts wrong!

    I will put a lot of thought/research into the aggression and disposition modifiers tonight. Update the individual Class Documents to then give some idea of who to avoid with given classes.

    If I can't find the balance I want I'll set them all low and build up little by little.

    Thanks for the feedback. The more the better
  5. Tragicvision
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    10 is definitely the magic number. On any companion I've used in the past I've altered them all to this (sometimes subtracting the base which I think is 6). For roleplay purposes though it can sometimes be fun..........
  6. lonewolf_kai
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    Congo rats on the trial release. Sounds like an exciting mod.


    About the town fight, sounds like the companion's aggression levels on the AI tab need to be turned down. I think 10 was the magic number? If it's set too high, they will start brawls up when you don't want them to.
  7. ElderScrollsFan001
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    I have some bug to report right off the bat

    First the when i hire an NPC and i ask to check there innovatory they say ok then walk away

    second when i left the fighter guild with the ranger and the crusader they immediately got into a fight with the town guard. I'll post the pics as the crusader took the fight all the way to the castle hazha...ranger went down like a chump

    out the fighter guild


    crusader to the rescue


    rip ranger


    to the castle gates


    last stand