I've had a couple of PM's asking where to find him, and a few other things I see in the comments here. Its been quite a few years since I last used the mod. I did reinstall Oblivion 2 years ago, around the time I updated all my old Oblivion mods, to run them through xEdit.
The mod was based off another, by Deepfreeze, as mentioned in the description. Really, the only things I changed were the companion name/appearance, clothing, horse, inventory. Everything else is from Deepfreeze's old mod. As this was my first companion mod I had no idea what I was doing, so relied a lot on his mod. All his scriptiing, from what I remember, is still there and being used.
I'd included Deepreeze's original readme's in the archive. So, after reading through that, here are some answers. Oblivion Gates
Oblivion Gates - Vincente works on the same exact system for OB gates as the Gabrielle companion does. Before you go in a gate, you drop a "safety marker" via a dialogue option. Before you grab the Sigil Stone you send him back to his safety marker, again via dialogue. He'll be outside the gate waiting for you, with no equipment loss, etc.
Vincente/Lucien, same thing. That's all still in there. Unchanged. Scripting was over my head so I didn't poke around in it. I only focused on appearance and inventory. Much later on I got into that and further customised the mod for other people (moving his camp/intergrating him into Deepscorn Hollow, requiring the DB questline to be completed first, setting up a new recruitment quest etc. Harder stuff that I don't remember how to do anymore. I never released those edits).
Location This seems to be the thing that comes up a lot. Where is he? Well, he only has a small wander package, if any at all. Look around the outside of the Chapel. His confidence level may have been low and he could've ran off inside the Chapel. Or the opposite. Do you have any Detect Life spell or potion you could use to help find him? He has a campsite, with his horse, and isn't supposed to move from there, but enemies (vanilla or even from MMM or Oscuro's) that wander around may have made him move around a bit. But not far. What other mods do you use that affect the area there? Even near Chorrol? Unique Landscapes, another companion mod, a house mod, a tall grass mod, anything that changes the landscape drastically could remove/move his starting marker or campsite. If you can't find his campsite toggle grass off (tg). If it really isn't there toggle clipping (tcl) and have a look under the world. If it's under there let me know, and let me know what other mods you're using that alter the area.
Mod Managers The files/archive isn't set up for mod managers. Back in the day we didn't have NMM, Vortex, Mod Organizer. It was just "package it up to be dumped into the Data folder." Then we got OBMM and things changed and became more orderly, mod-wise. For me, anyway. One folder has an omod, for OBMM. Wherever OBMM keeps the omod's you put it in there and activate it and it's all unpacked in the right places for you. The other folder called Loose Files, if you rename that to Data it should be picked up by those other mod managers, I presume? I don't use them so I don't know.
Files Page Only choose one folder within the download. Loose files or OMOD. Using both won't mess up anything, the omod will just overwrite what you manually installed, when it extracts into your Data folder. Or, it'll indicate a conflict or duplicate mod.
I really love this mod simply because he actually follows commands unlike some other companions who simply run off. He's literally made the game 10X more fun because alone, it feels rather empty. Lucien looks incredibly handsome with the character overhaul mod..I also made him wear shades. looking pretty gangsta! Never knew he had brown hair either.
If you go in an oblivion gate he does follow you but seems to lose all his weapons for some reason when you close the gate so I leave him outside. If you can't find him try looking more down the hill at the campfire site, it took me a little while.
Thanks to whoever made this mod possible.
If the real Lachance was this sweet, I would fall for him in a heartbeat.
I'll have to check out that mod - Curse of Hircine. Sounds like fun. I'm not playing any serious characters at the moment, just trying out new mods I've missed during my 4 year absence (playing other games).
Not sure whether I'll get this one updated to how I'd like to have it. Being so used to the Fallout New Vegas GECK it's rather difficult to go back to the old CS and work in it again. One part I used to be able to do easily (dialogue and associated scripting) I'm having issues with getting to work so it may be a while before I work it out, let alone upload any updates to this mod. Instead of using the CM Partners system I'm more trying for a stand-alone, much like the followers I did in Fallout, though unlike my mod in Fallout 3 I'll try and get more varied dialogue in there. The only thing worse than a mute follower is one who says the same lines all the time :-) (IMO)
As long as people are still having fun with it as it is. Improving it would be even better, but I'll see how I go.
good job on this i really like it i never done the dark brother hood but i still like it its fun to sometimes turn him into a werewolf from the curse of hircine mod
Something I noticed today. I set LuLa's home marker at one of my houses, then had him go to it. As I am arranging stuff in display boxes stuff started disappearing. Then I realize he was taking them! LOL that's funny. So people remember to lock up yer stuff in your house cause he'll steal from you XD XD
Using Companion Share & Recruit can also be funny. I remember one time I hadn't toggled off Support Mode and fell to my death down a rather steep hill. Upon falling in a heap at the bottom he caught up and looted everything from my character. Everything. Then just stood there and looked down at her as if to say, "Okay, finished! Where to next?"
Something I noticed today. I set LuLa's home marker at one of my houses, then had him go to it. As I am arranging stuff in display boxes stuff started disappearing. Then I realize he was taking them! LOL that's funny. So people remember to lock up yer stuff in your house cause he'll steal from you XD XD
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The author has locked this comment topic for the time beingIts been quite a few years since I last used the mod. I did reinstall Oblivion 2 years ago, around the time I updated all my old Oblivion mods, to run them through xEdit.
The mod was based off another, by Deepfreeze, as mentioned in the description. Really, the only things I changed were the companion name/appearance, clothing, horse, inventory. Everything else is from Deepfreeze's old mod. As this was my first companion mod I had no idea what I was doing, so relied a lot on his mod. All his scriptiing, from what I remember, is still there and being used.
I'd included Deepreeze's original readme's in the archive. So, after reading through that, here are some answers.
Oblivion Gates
Vincente/Lucien, same thing.
That's all still in there. Unchanged. Scripting was over my head so I didn't poke around in it. I only focused on appearance and inventory.
Much later on I got into that and further customised the mod for other people (moving his camp/intergrating him into Deepscorn Hollow, requiring the DB questline to be completed first, setting up a new recruitment quest etc. Harder stuff that I don't remember how to do anymore. I never released those edits).
Location
This seems to be the thing that comes up a lot. Where is he? Well, he only has a small wander package, if any at all. Look around the outside of the Chapel. His confidence level may have been low and he could've ran off inside the Chapel. Or the opposite.
Do you have any Detect Life spell or potion you could use to help find him? He has a campsite, with his horse, and isn't supposed to move from there, but enemies (vanilla or even from MMM or Oscuro's) that wander around may have made him move around a bit. But not far.
What other mods do you use that affect the area there? Even near Chorrol? Unique Landscapes, another companion mod, a house mod, a tall grass mod, anything that changes the landscape drastically could remove/move his starting marker or campsite.
If you can't find his campsite toggle grass off (tg). If it really isn't there toggle clipping (tcl) and have a look under the world. If it's under there let me know, and let me know what other mods you're using that alter the area.
Mod Managers
The files/archive isn't set up for mod managers. Back in the day we didn't have NMM, Vortex, Mod Organizer. It was just "package it up to be dumped into the Data folder." Then we got OBMM and things changed and became more orderly, mod-wise. For me, anyway.
One folder has an omod, for OBMM. Wherever OBMM keeps the omod's you put it in there and activate it and it's all unpacked in the right places for you.
The other folder called Loose Files, if you rename that to Data it should be picked up by those other mod managers, I presume? I don't use them so I don't know.
Files Page
Only choose one folder within the download. Loose files or OMOD.
Using both won't mess up anything, the omod will just overwrite what you manually installed, when it extracts into your Data folder. Or, it'll indicate a conflict or duplicate mod.
Chapel, which chapel?
If you go in an oblivion gate he does follow you but seems to lose all his weapons for some reason when you close the gate so I leave him outside. If you can't find him try looking more down the hill at the campfire site, it took me a little while.
Thanks to whoever made this mod possible.
If the real Lachance was this sweet, I would fall for him in a heartbeat.
Not sure whether I'll get this one updated to how I'd like to have it. Being so used to the Fallout New Vegas GECK it's rather difficult to go back to the old CS and work in it again. One part I used to be able to do easily (dialogue and associated scripting) I'm having issues with getting to work so it may be a while before I work it out, let alone upload any updates to this mod.
Instead of using the CM Partners system I'm more trying for a stand-alone, much like the followers I did in Fallout, though unlike my mod in Fallout 3 I'll try and get more varied dialogue in there. The only thing worse than a mute follower is one who says the same lines all the time :-) (IMO)
As long as people are still having fun with it as it is. Improving it would be even better, but I'll see how I go.
Using Companion Share & Recruit can also be funny. I remember one time I hadn't toggled off Support Mode and fell to my death down a rather steep hill. Upon falling in a heap at the bottom he caught up and looted everything from my character. Everything. Then just stood there and looked down at her as if to say, "Okay, finished! Where to next?"