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Losing Companions at end of main quest


MrSly

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Hi all,

 

I'm new here, but ran into a problem with my companions disappearing after completing the main quest, and figured this would be the best place to find an answer.

 

I'm using the CM Partners mod. I have 3 custom companions with me through most of the game (usually one at a time). For the final battle I figured I'd need all of the companions with me. We all go to help Martin, then at some point in the battles they are just gone. They are all set as Essential.

 

I HAVE at one point gotten 2 of them to stay with me until the end, but the other one is gone. Most of the time I can't get any of them to follow me to the end. And I use the Partners Warp ring to try to "call" them, to no avail.

 

I told them all to GUARD a spot inside a structure near the end, but, alas, they are all gone after I finish the quest.

 

Any ideas? I REALLY like my companions! I've been working on them for weeks, each!

 

Thanks,

 

Mr Sly

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Got anything modding Imperial City or the Main Quest that could conflict? Anything modding the structure you left them in?

 

I used to run a companion mod, and the NPC wouldn't follow me through Oblivion Gates or Lost Spires Gates.

 

For the end of the Main Quest, you really don't need them. Martin is no longer essential once the Defense of Bruma starts, so all you need to do is protect Martin until Dagon shows up. Go over & hack Dagon, then a few seconds later Martin will talk with you about getting into the Temple of the One.

 

I then hit F4 to bring up the internal map of the Temple area so I will see the shortest direction in which to run. Run & activate the door - Martin is right behind you after the Loading Screen and your game screen shows you inside the Temple (just start moving a few steps when the Temple interior has loaded in).

 

You can make Martin essential again (setessential 33907 1), or if your character is wimpy and can't hack it, then use (tgm). The AI might override the setessential after you are inside the Temple, since Martin is permanently removed from the game when he morphs into a concrete dragon.

 

I've never had to use companions at the end of the Main Quest. All of my characters are levelled-up very well before I start that quest.

 

If you started the quest at too low of a level you can always lower the Difficulty Slide.

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You know, that gives me an interesting idea... How can I find the NPC code of my companions? I know it shows a number after their name when I "target" them in the console... but I don't think that is correct.

 

Anyway, then I could just PlaceAtMe them after I lose them. Maybe that would work...

 

Does anyone know how I can find the "code" for my companions?

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You know, that gives me an interesting idea... How can I find the NPC code of my companions? I know it shows a number after their name when I "target" them in the console... but I don't think that is correct.

 

Anyway, then I could just PlaceAtMe them after I lose them. Maybe that would work...

 

Does anyone know how I can find the "code" for my companions?

 

 

You'll be able to find the code for the companion when you open up the construction set. However, there is a chance that it will fail, as there are other mods working together.

 

The only way I can think of combatting it, is making your companion a summonable person (You can do this in the construction set, I'm not sure how though)

 

Make your companion summonable, with a duration of 83000 seconds (A full day) or if you wait for 24 hours in the game, then the spell would wear off.

 

Maybe mods who are pretty much experts on Oblivion Scripting can help you, if you have multiple companion mods added into the game, then you'd be able to put them into a single summon spell, or you can summon them seperately by switching spells.

 

Much like the one SaidenStorm used with his Akatosh Mount mod. (See Top 100 Files)

 

 

Kind Regards,

 

Jav'

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Good idea. I'll have to look into that one.

 

I appear to have figured out how to keep my Companions...

 

First of all, I read somewhere that in some places they superimpose one map over another for a special effect. During the final sequence, there are monsters in the city. They are most likely using a special map for that effect. Telling my companions to "stand guard" keeps them in this temporary map, which will be erased from existance after everything goes back to normal.

 

With this in mind, I took my companions back into the central tower (whatever it's called). That place remained unchanged, at least to my naked eye. I told them to stay there, I went out and finished the Main Quest, came back for them, and there they stood. It appears that if I had them stay ANYWHERE but outside (the map that was just temporary) they'd be fine.

 

I can't believe it took me over 15 hours of playing to figure that out! But at least maybe this information can help others.

 

Thank you everyone!!

 

Mr Sly

 

And I still want to see if I can figure out a way to SUMMON my companions... :thumbsup:

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Good idea. I'll have to look into that one.

 

I appear to have figured out how to keep my Companions...

 

First of all, I read somewhere that in some places they superimpose one map over another for a special effect. During the final sequence, there are monsters in the city. They are most likely using a special map for that effect. Telling my companions to "stand guard" keeps them in this temporary map, which will be erased from existance after everything goes back to normal.

 

With this in mind, I took my companions back into the central tower (whatever it's called). That place remained unchanged, at least to my naked eye. I told them to stay there, I went out and finished the Main Quest, came back for them, and there they stood. It appears that if I had them stay ANYWHERE but outside (the map that was just temporary) they'd be fine.

 

I can't believe it took me over 15 hours of playing to figure that out! But at least maybe this information can help others.

 

Thank you everyone!!

 

Mr Sly

 

And I still want to see if I can figure out a way to SUMMON my companions... :thumbsup:

 

 

Yes, very handy, thanks for the info, I am using a CM partner and am working on the main quest now. I'll keep your advise in mind.

 

Thanks

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