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BobbySkel78

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  1. luciusaries
    luciusaries
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    Thank you for this! I just hope it works for CM Companions!
    1. bobbyskel78
      bobbyskel78
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      it should work for any companion/follower mod.  the focus of adding this, was at a point in a game, i had three followers (pets).  with MOO, the only way to heal such is w/ an enchanted bandage.  the only way to acquire such is having a regular bandage in one's inventory and using the altar of the nines in any of the cathedrals.  albeit, you're only allotted one per day ... ergo, three damaged pets and no viable spell to alleviate the damaged attributes/skills, diseases were handled appropriately w/ a simple cure disease spell.

      companions (npc), also didn't bother informing the player of their health conditions and wouldn't bother alleviating it themself.  so the second part, i changed the script to affect an area instead of just the player when using the altar of the nines.  i haven't checked it yet, but it should cure attributes/skills/disease of every companion/follower within an area.

      in some games, certain attributes became oddly damaged ... 0.3124 .....etc. (ref PI as an endless number).  only a dispel i found could alleviate such conditions.  the correction, modav2, even though it was ref as a float, continously left damaged attributes.  this only happens rarely, but through the use of Kuertee's Actor Details and the console, these can be fixed w/ the use of "dispel".
  2. JackTheKripp
    JackTheKripp
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    I was just about to start playing with MOO. Will keep this handy.
    1. bobbyskel78
      bobbyskel78
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      I should go ahead and make the effort of adding the spell to a vendor, using the console i've always feel is like cheating ... yet i've found it seems like a necessity.

      Many of the AI's/Combat Style can become another irritant. For example, imps use a combat style called defaultimp. i was unhappy w/ that, so a little digging around in the Construction Set, i changed their combat style.

      need a ref, so when the console is open left click on the npc.
      via the console: setcs sejayrediceveinscombatstyle.
      also changed the aggression from 5 to 10. setav aggression 10 (a tad higher aggression makes them more likely to attack low disposition npc's)
      and confidence, setav confidence 100 (keeps them from fleeing in combat)

      there are other combat styles, but most are just the same thing and a waste of space in my opinion.
      defaultatronachfire
      npcbanditmage
      npcmaraudermage
      npcmaraudermissle
      defaultgoblinshaman ... etc. all of these are suitable for ranged characters.

      if you grow old of healing your magic using pet;
      (same process, open console, left click on ref/actor)
      addspell 136 .... heal minor wounds
      addspell a9822 ....heal major wounds

      reference for spells: https://en.uesp.net/wiki/Oblivion:Spells

      as the pets and companions level up, i've noticed at least with the pets/followers, that their skills don't go up. they do have some built-in leveled spells that do increase, but the spells they learn don't. so it would also be necessary to increase these via the console if one wants. (ie. setav restoration 100)

      hopefully that will keep enough from having to abandon companions or restart the game umpteenth times.