aytana Posted February 27, 2009 Share Posted February 27, 2009 anybody knows how to recover a dissapearing companion or how to attach them a summoning spell? try with the rings but doesnt work properly thanks!! :wallbash: Link to comment Share on other sites More sharing options...
dezdimona Posted February 27, 2009 Share Posted February 27, 2009 make the companion mod last in your load order. Link to comment Share on other sites More sharing options...
roquefort Posted February 27, 2009 Share Posted February 27, 2009 I'm thinking the OP is referring to the situation where you tell a companion to wait somewhere, then go off and forget where you've left them. This is very irritating if the companion doesn't come with a quest (so you can get a compass marker) or an `invoke' spell. The only solution I've found to this is to use the `moveto player' console command, but you have to know the companion's formID for this to work, which can change each time you install another mod. I've developed the habit of noting the formID of such a companion if I'm leaving one somewhere in the wilderness (bring up the console and click on the companion to get the formID), or only leaving them in houses I own, which means that even if I forget which house, I'll find the lost sidekick eventually. Companions can be a PITA :D Of course if the companion is literally disappearing then Dezi's solution would probably work. Link to comment Share on other sites More sharing options...
dezdimona Posted February 27, 2009 Share Posted February 27, 2009 I'm thinking the OP is referring to the situation where you tell a companion to wait somewhere, then go off and forget where you've left them. This is very irritating if the companion doesn't come with a quest (so you can get a compass marker) or an `invoke' spell. The only solution I've found to this is to use the `moveto player' console command, but you have to know the companion's formID for this to work, which can change each time you install another mod. I've developed the habit of noting the formID of such a companion if I'm leaving one somewhere in the wilderness (bring up the console and click on the companion to get the formID), or only leaving them in houses I own, which means that even if I forget which house, I'll find the lost sidekick eventually. Companions can be a PITA :D Of course if the companion is literally disappearing then Dezi's solution would probably work.thats possible,its hard to decide how to answer when little info is given :biggrin: Link to comment Share on other sites More sharing options...
aytana Posted February 27, 2009 Author Share Posted February 27, 2009 well, the real thing for example is if i recruit Raewyn in the elven ic district and fast travel to another place she complety dissaperar. no way to find her again. it happens after playing a while, not inmediatly. it happend with all the companions. in the load order ( about 240 mods in total) i put alll the cm companions together just after cm companions and midas companions at the end of the list and before bashed patch. anoter curiosity after installing the last xeo mod. now when i recruiting a companion and cross a door they become nearly invisible!!!!! any ideas??? thanks! :confused: Link to comment Share on other sites More sharing options...
roquefort Posted February 27, 2009 Share Posted February 27, 2009 Ah, CM partners. I don't know much about that system. I just use quistena's 1st Alchemy Companion mod and shavn's Viconia deVir. Those have been reliably behaved for me so far. Hope you get a solution soon ;) Link to comment Share on other sites More sharing options...
dezdimona Posted February 28, 2009 Share Posted February 28, 2009 General Load-Order GuidelinesHere are the guidelines that I adhere to, personally. ~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later. ~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN) ~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through. Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later). So basically, it stacks up like this... Oblivion.esmUnofficial Oblivion Patch<Minor Mods / DLC's (Post-Completion)><Major Overhaul Mod/Mods><Mods that specifically conflict with overhauls and need to take precedence><DLC's (Pre-Completion)> Expanded Load-Order Guidelinesby dev_akm I would extend this to include: Oblivion.esmUnofficial Oblivion Patch<Weather/Environment/Sound Mods><Minor Mods/New Items/Houses/DLC's (Post-Completion)><Major Overhaul Mods><Mods that specifically conflict with overhauls and need to take precedence><DLC's (Pre-Completion)><Quests><Compatibility Patches/UOMP/Merged Leveled Lists> And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example). That's basically the structure I use and I have 140+ mods working well together. Another way of describing this (posted by DMan77):....Oblivionunoffical patchDeeper realism mods that add sights and soundsadded content like weapons/itemsgameplay changes, like 'must eat and sleep'The OOO typethe 'new begining' type mod.................................................................................................. Link to comment Share on other sites More sharing options...
aytana Posted February 28, 2009 Author Share Posted February 28, 2009 well. my character is half invisible too!! thats crazy i use 1st alchemy companions, red sonia, viconia, cm patrners toaster says share, midas magic companions, and all the good characters. the major problem is that nobody remember to add them a invoke spell for each character, so when they dissapear, well you start to hate oblivion. any ideas? another possibility is to use the tes construction set to add invoke spells to every character but i dont know how. the load order list is absolutely perfect. i`ve tried more than 100 combinations. Link to comment Share on other sites More sharing options...
exanimis Posted February 28, 2009 Share Posted February 28, 2009 I had the same problem with a companion but I really don't think it applies here. My companion was set to return to the last place before entering an oblivion gate. It turned out that she was doing what she was supposed to do, I had just forgotten to mark the entrance to the next gate. Link to comment Share on other sites More sharing options...
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