Oblivion
0 of 0

File information

Last updated

Original upload

Created by

Cross 1492

Uploaded by

cross1492

Virus scan

Safe to use

29 comments

  1. bobbyskel78
    bobbyskel78
    • member
    • 1 kudos
    i ran CM Part v2 in Wrye and almost everything in the package was riddled w/ errors ... not just the dirty type, that would have been an easy fix.

    i'm a bit confused on this authors comment: "**This mod does not fix all the issues, such as missing dialog, associated with CM Partners. The only way to truly address all of the
    issues is to edit the original CM Partners mod, which I am not at
    liberty to do.
    "  If the patch is slaved to the master (CM mod), there is no plagiarism, the original must be run for the patch to even work.

    think i'll install this and see what happens, as i stated, in Wrye, the errors are composed mostly of rebuilding the entire mod and not editing just the code.

    i'm not sure yet.  i already know that MOO (Maskar) uses there own code for followers and companions.  perhaps it's not worth fixing, probably easier/stable to patch onto MOO.
  2. wicliff001
    wicliff001
    • premium
    • 5 kudos
    Having an 'Alternate Start' type mod may cause the spell to delete. It did so in my case. Activating this mod after finalising the creation of this character fixed that issue for me.

    Where I had a saved game already in place, I deactivated the mod, saved the game then reactivated the mod.

    I use wrye bash regularly, so I created a second bashed patch file to make it easier for me when deactivating and reactivating the mod.
  3. Darklocq
    Darklocq
    • premium
    • 126 kudos
    The info on the front page for this mod should probably be clarified. What it does, visually speaking, is add a clutter item named "Ring" (which is not actually a ring) to the inventory of the recipient NPC. The fix-it scripting is attached to it. One needs to be careful to leave it in inventory, since it's flagged as a Quest Item. If you end up with it in your own inventory, you'll need to reload an earlier save, or use a mod that allows you to drop Quest Items (or look up the item's base ID in the CS and remove it via a Console command).

    Anyway, you should probably cast this on every CM partner you run into (but not non-CM ones). It's easy to forget to do it after you pick up a new one.
  4. Darklocq
    Darklocq
    • premium
    • 126 kudos
    I'm not getting the spell either. I think BOSS is putting it in the wrong place in the load order. I'll try moving it to way near the bottom manually.
  5. insectlover96
    insectlover96
    • member
    • 0 kudos
    Hello, I'm having a strange problem with this mod. I loaded up the mod, but for some reason, only one particular save file of mine doesn't have the decrash spell. All of my other save files have it though. Any way to fix this?

    EDIT: Actually, scratch that. It's not actually just on one particular save file. It's on one particular CHARACTER. I have multiple save files of the same character, but ALL save files of that one specific character wont load the decrash spell. All other characters will load it though.
  6. EmeraldCandice
    EmeraldCandice
    • member
    • 0 kudos
    Is there anyway to fix the super annoying teleporting issue when the npc is knocked down? i would rather not have the NPC to teleport themselves at all and do it myself if for some reason they dont show up

  7. Bumisking
    Bumisking
    • member
    • 0 kudos
    I dont know if this is still being worked on, but for some reason im not getting the power to apply the fix. and i still get the share freeze.
    1. cross1492
      cross1492
      • supporter
      • 30 kudos
      Sorry for the late reply.

      Are you sure you have OBSE installed and working properly? I don't believe it is required, but I do use it and have it installed. It could also be a load order issue. Make sure it is loaded towards the bottom of the load order; after any CM partner mods.

      I hope this helps.
  8. ElderScrollsFan001
    ElderScrollsFan001
    • member
    • 130 kudos
    I have upated to 1.3 and it seem to work just fine, but i keep getting this error when i rebuild my bash patch

    1. cross1492
      cross1492
      • supporter
      • 30 kudos
      Oops! Forgot to disable OBME for the basic version.

      The new version (v1.3.1) should work fine for bash users.

      Thanks for letting me know.
  9. StFeenix
    StFeenix
    • member
    • 0 kudos
    Hey there, hopefully you are still reading comments you get here, because I have a problem -_- I have looking for something like this ages, since I do like using partners, even when they keep dying on traps (multiple times when trying to get away lol) spoil my sneaking plan when rushing to fights, getting stuck inside walls or trees, or rocks, actually anything what you can't go thro, using stupid conjurations who die on first hit and so on, but that freezing has fustrated me in that point I seriously thinking give up traveling with companions. It really freeze-locks my whole computer when trying to use share when they having bound equipment, I try wait till bounding is gone, but its not working sometimes (need to restart my computer completely from power button) or some other weird reasons.

    ... I kinda forgot what I was going to write..

    Oh yeah, so I used your mod and notice spell cm decrashfication(vanilla) in my spellist, so I used it, didn't really notice anything but first it seemed that my dumbazz mage didn't use bound armor (could have been something to do with her mana too, can't remember, that was yesterday xD) but today, when I continued my epical (didIdieAGAIN)adventures with her, after first fight SHE HAD THAT BLOODY BOUND SHIELD -_-

    So yea, after long none-cares text, I have to ask do I need to use spell everytime I continue my save game, or is it incompatible with something? My mods are mess, sure, lots of quest and overhauls (OOO, MMM, MMR) but they should be compatible with each others, maybe, and I have nothing what affects partners (maybe mighty magic, I don't know), I use CM partners.

    Well ofc I could manually spelldelete via console her bound spells but this would be easier, not so much typing, I'm lazy. And is that "vanilla" after spell, right? I have GotY+officials and unofficials patches, and all official plugins, and I think I have some mod who offers vanilla and non-vanilla options, and I am using non-vanilla version, think it was suggestion from read me file.

    *Edit*

    Interesting, I tried remove all her bound spells with console, but she actually doesn't seems to have any bound spells. Atleast none of those offical spell ID lists. And still she keeps using bound shield. Don't think it is some racial from custom race since she is one of those partners what CM partner mod adds, wood elf. So maybe it is real magic! -_-
    1. TheRomans
      TheRomans
      • premium
      • 132 kudos
      The bound spells most partners use are from a leveled lists of spells rather than individual spells. You cannot remove a leveled list with the console.
    2. cross1492
      cross1492
      • supporter
      • 30 kudos
      I apologize for my absence.

      You should not have to recast the spell every time you restart. The effects should be applied to whatever partner you cast it upon and should be saved in the save game.

      As far as leveled spells, I may have overlooked that. I will look at the script again and update it if necessary.
    3. cross1492
      cross1492
      • supporter
      • 30 kudos
      Upon investigation, there is no way to remove a leveled item or spell via script (or console) from an actor. It has to be done in the CS, for each NPC/partner manually.

      The only feasible way I can see to truly accomplish what I am trying to do with this mod (universal partner fix) is to remove the items in the leveled lists themselves. This would mean that ALL NPC's using that list would no longer have access to the bound item spells. I don't know if this would be acceptable. It would make many NPC's weaker.

      -Edit
      This fix will be included in the next update (v1.3). As I can see, the removal of the bound weapons/armor does not affect the strength of NPC's too much.
  10. SaoTeYin
    SaoTeYin
    • member
    • 0 kudos
    I've been looking for years for some modder with a little experience to try and tackle the CM Partner problem. Some observations as far as the partners attacking each other or you are as follows--You have a goody goody dudly Do Right aligned partner while you are either an evil character or at some point changed from good to bad along the way--- You have attacked the partner (in my case purely by mistake because they get in my way during combat, I feel I should be doing most of the killing) enough that it lowers their disposition towards you, and once that falls to a certain point you have to deal with them in a fight. I believe it's the same thing from partner to partners, if their alliance or good or bad status are the opposites then you will have conflicts and in-fighting amongst themselves even though you are to be the "Boss". Sometimes the partners take good effect spells cast on them as threats and attacks, like healing or calming spells.

    My biggest problem with CM Partners is entering and exiting places and world spaces using their "catch-up to the player" teleport system when they aren't fast enough, like when you are on a horse or flying on a dragon or something. This is a major problem that crashes the game! They seem to get stuck inside the actual doors themselves upon exiting a building or gate, and has crashed my system. I would suggest that if your partner can't keep up because they don't have a horse or flying mount like you do, a script will say they can't follow or they will wait there or meet up with you somewhere. Better yet somehow get the game to enable them to ride with you on the same mount! I hope all this rambling help and generates some ideas. Best of luck

    1. cross1492
      cross1492
      • supporter
      • 30 kudos
      This is a glitch in the CM Partners main mod. I was trying to make changes without actually changing anything in the original mod because I do not have permissions to do so. I may look into getting permissions in the future.

      The "dual-mount" idea is pretty interesting. However, it would take remodeling of all mounts to achieve, as a node is needed on each mount for each "passenger". Honestly, I do not know if this can actually be accomplished.

      For now, to fix this problem, you need to unequip the partner ring and reequip it. It seems to work most of the time, with the stuck in doors problem anyway.

      I hope this helps.