DarkDragonFox Posted May 21, 2010 Share Posted May 21, 2010 May kind of sound like a noob asking this, but I was wondering if any character created in Oblivion can be spawned by another character. I know about the createfullactorcopy code and such, and that practically everything has a baseID and refID, but it seems that any of the characters I have created I can't spawn with another character. Is there some mod that allows this or is it basically I have to make whichever character a companion? Is there some way to find the ID needed to spawn the character? Will appreciate responses. Link to comment Share on other sites More sharing options...
eXoduis Posted May 21, 2010 Share Posted May 21, 2010 thats a very good question, i am also interested in the answer! Link to comment Share on other sites More sharing options...
GreatLucifer Posted May 21, 2010 Share Posted May 21, 2010 Well, about companions and all of such, you're on you own. Or with the rest of the community, but ok....For spawning characters, I take it you mean NPC made beforehand in the CS. Use a script, spell, or whatever and the command player.placeatme "name". This does however, cause savegame bloating, which is not to be underestimated. To prevent this, Place them in a cell beforehand, doesn't need to be connected to the rest world any way, and use the "name".moveto "desirable location, like player". To preven further bugging, you can't avoid scripting. For instance, using the placeatme command will create a new one every time (hence the bloating). Link to comment Share on other sites More sharing options...
DarkDragonFox Posted May 21, 2010 Author Share Posted May 21, 2010 Well, about companions and all of such, you're on you own. Or with the rest of the community, but ok....For spawning characters, I take it you mean NPC made beforehand in the CS. Use a script, spell, or whatever and the command player.placeatme "name". This does however, cause savegame bloating, which is not to be underestimated. To prevent this, Place them in a cell beforehand, doesn't need to be connected to the rest world any way, and use the "name".moveto "desirable location, like player". To preven further bugging, you can't avoid scripting. For instance, using the placeatme command will create a new one every time (hence the bloating). No, not an NPC in CS, like a save file character. Yeah I am sorry if I was a bit confusing up top, I didn't really indicate what I meant. Sorry about that. Link to comment Share on other sites More sharing options...
kiligir01 Posted May 21, 2010 Share Posted May 21, 2010 No, not an NPC in CS, like a save file character. Yeah I am sorry if I was a bit confusing up top, I didn't really indicate what I meant. Sorry about that. To my knowledge, player characters saved in different *.ess files can't see or call each other by console. Furthermore, even if they could, they both occupy the same slot in the hex combinations. Granted, you could always just MAKE your last character in the CS and just import him/her. Link to comment Share on other sites More sharing options...
GreatLucifer Posted May 22, 2010 Share Posted May 22, 2010 Importing from a savegame may be possible, but not my terrain... Know nothing about that :P lolIf you want to make a possible companion out of ***, you need to copy, edit, and expand on the Skull Of Corruption-script. Listed under DA** if I remember correctly (DASkullofCorruption, DASkullofCorruptionScript). This is however no piece of cake... Hope this helps Link to comment Share on other sites More sharing options...
DarkDragonFox Posted May 22, 2010 Author Share Posted May 22, 2010 Importing from a savegame may be possible, but not my terrain... Know nothing about that :P lolIf you want to make a possible companion out of ***, you need to copy, edit, and expand on the Skull Of Corruption-script. Listed under DA** if I remember correctly (DASkullofCorruption, DASkullofCorruptionScript). This is however no piece of cake... Hope this helpsThat does if I had any knowledge of modding. I really want to learn just never have time or have patience for it lol. I do have a lot of ideas though for mods that to my knowledge that don't exist. Thx for the info though Link to comment Share on other sites More sharing options...
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