RuinedTail Posted July 5, 2021 Share Posted July 5, 2021 (edited) I'm modding an esp version of CM Partners from 07 that's definitely not the finished producthttps://www.nexusmods.com/oblivion/mods/8821It does what I need to though, and I've made more partners out of it like you would with the regular mod. The reason I'm using this instead of the final release is because I want it for my ps3 copy of Oblivion, which can't take esm, new sounds/textures/meshes, or bsa files (at least not without jumping some hoops I don't want to). I'm having this problem on my PC copy too, so it's not a matter of the ps3 being unmoddable. Anyway, when I enter the Anvil FGs, Bruma FGs, or the Arena Bloodworks, my partners start fighting whoever's melee training and whoever they're aligned with joins in. In the arena they fight the Yellow Champion, but in FGs they get mobbed. When I take them to Oblivion Gates or dungeons with non CM Partner followers they end up fighting them after they raise their weapon. I don't think it's friendly fire, because as soon as the fight begins my CM Partners will split between the enemy and what should be a friendly follower. Does anyone have a suggestion on what to edit to resolve this? Or would converting the final release of CM Companions .esm into an esp be the simplest solution? I'm not worried about potential incompatibilities, most mods won't work on consoles so it ain't like I'm missing out on "x" or setting myself up for future failure. I suspect it's related to the spar function, but don't yet know enough to comfortably poke around the AI packages without guidance. Edited July 5, 2021 by RuinedTail Link to comment Share on other sites More sharing options...
RuinedTail Posted July 7, 2021 Author Share Posted July 7, 2021 bump Link to comment Share on other sites More sharing options...
RuinedTail Posted July 9, 2021 Author Share Posted July 9, 2021 pmub Link to comment Share on other sites More sharing options...
Pellape Posted July 9, 2021 Share Posted July 9, 2021 (edited) No need to keep bumping as I read it twice now but I was on my way to bed the first time and waited for someone else to answer this. :wink: All I can do is wild guesses really as you do not run the final version, which I do and I do not have that problem that you describe with the final CM partners. What makes someone to attack another is all depending on how much or less they like each other and what mood they have and I do have a similar problem with a companion I made for my own from scratch, a Jaguar. NPC and creatures in the same faction mostly likes each others more so the first thing I did was to clean all factions, add the playerfaction and also make a separate faction for it as it also check what relationship the player has against all that are within the range of us, 2 times every second. Aggression is the main property and if it is set higher than 10, then it is very likely that it will attack something so I lower it if it attacks something it is not supposed to attack and then set it to 0 and increase it as soon as the player attacks something or reset it back rather. When NPC's attacks the Jaguar that are not supposed to do so, I add them to the JaguarFaction that I made and sometimes it helps to stop the fight after they got added and sometimes not and then I leave that cell for a while and when I get back later, the chance of that same NPC will attack is lowered, well it worked nice so far. I did work a couple of weeks on the 4 scripts that is involved with this Jaguar, to make it work exactly how I want it to work and I am very happy with it now. As soon as the Jaggy growls, I do a quick check in the console as I send out debug info there and then I see that the aggression is 0 and that the Jaggy did add that specific NPC that it dislikes to its own faction by auto. I also could add that if the player fights someone, to remove that faction from the target if it needs too but I have not done that so far. We cannot keep adding all damn factions to our companions so therefor I add all friendly NPC's that fights my Jaggy to the Jaggyfaction and stop the fight. What you can do is to add some debug info into your script and bump the disposition (and maybe even the aggression) that the attacking has against you to the console with PrintC (OBSE) and also against the Companion but I guess in this specific case that it would just be easiest to just add that companion to the FG faction as it is there the problem occurs and no where else right? Edited July 9, 2021 by Pellape Link to comment Share on other sites More sharing options...
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