Fonger Posted February 28, 2010 Share Posted February 28, 2010 Had a great deal of fun today because I tripped over a game mechanic while using CM Partners combined with Midas Magic and trying to close a gate. 1 ) made gate using a midas spell 2 ) took 4 CM partners into the gate to help close it. 3 ) got to the stone and saved 4 ) took stone and saved BEFORE the gate closed. 5 ) gate closed, and suddenly my companions were back to their stock equipment - all their improved equipment was actually no longer in their inventory. 6 ) reloaded at line 4 - after stone, before closing (just a few seconds left) 7 ) used CM partner escape ring (forget its real name) to teleport party to IC - before gate finished closing -- partners still had upgraded equipment. Now it gets even better. 8 ) went back to the midas oblivion gate - its still locked into the same open gate. (The midas gate stays there after closing, now linked to a new random gate) 9 ) various experiments using TGM and TCL together to get back to the sigil room -- a ) by myself - game lockes up just after entering the last door (to the sigil room) -- b ) One try with all 4 companions with {same} upgraded equipment - got into the room then a few seconds later the gate finished closing and back to Cyrodiil - with reset companions. -- c ) several tries with less than 4 companions - always locked up at the last door or during the Cyrodiil load. -- d ) several tries with all 4 companions with downgraded equipment (yes, this is the fun part) - these all failed!!!! 10 ) reload at item 3 - before taking stone --- used to ring to warp the party out - left the party in the IC, ran back to gate, TCL to the sigil room - got in fine, got the stone and it closed normally - triple checked the Midas gate -> now linked to a new Obliv realm. What this seems to tell me is that during the gate closing sequence the game is recording what living non-daedra are in the room (possibly the entire realm) and uses that information when it decides who to pop out on the Cyrodiil side - and resets them. Interestingly enough it coughed when my companions had different equipment - didn't care about my equipment. It also tells me the sigil room is locked into a sequence while closing and if you escape early the room will wait for your return to finish this sequence. Link to comment Share on other sites More sharing options...
Maigrets Posted February 28, 2010 Share Posted February 28, 2010 This has been a known issue since the first ever companion mods were created. It is to do with persistent objects and cell reset. Since the companions themselves are persistent their gear isn't so the cell resets them to default. However, I don't use CM Partners so I can't comment on their functions but most companion mods tell you, or should, to make them wait before entering the gate and doing the same before taking the stone. BEFORE taking the sigil is the thing because it starts the exit sequence I believe. This works for summonable companions, but if CM Partners can't be summoned I imagine that could be a problem. A little about it here:http://cs.elderscrolls.com/constwiki/index.php/Cell_Reset Link to comment Share on other sites More sharing options...
Fonger Posted March 1, 2010 Author Share Posted March 1, 2010 Thanks for that info, re-reading the CM partners readmes Interestingly enough 2 of the resetting companions came directly from the CM partners Omod 2.0 and their own readme covers this issue - about tagging companions to avoid this. Maybe the 2 recruits were missed when they updated. Link to comment Share on other sites More sharing options...
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