Kryyn Posted December 7, 2008 Share Posted December 7, 2008 I'm not exactly sure how to use this mod, and have been unsuccessful in finding a guide. Links to guides or some advice would be nice T___T Link to comment Share on other sites More sharing options...
myrmaad Posted December 7, 2008 Share Posted December 7, 2008 I'm not exactly sure how to use this mod, and have been unsuccessful in finding a guide. Links to guides or some advice would be nice T___T Did you read the Readme docs?http://www.tesnexus.com/downloads/file.php?id=3066 I know it sounds like a stupid question, but I use this mod ALL The TIME. And I had to read the readme docs a lot while I was getting used to it, so I actually kept a copy of the docs handy while I was playing the game. I use Version 3 and here's the readme doc for it:Companion Share Recruit, Version 3.23. By Talkie Toaster! InstallationExtract folder to data files, check Toaster Says Share.esm.You must be running OBSE v15 or greater! UsageTo recruit an NPC, use the "Friend..." topic and select recruit. If they have a disposition towards you of 65 + the level difference between the two of you, they'll be pleased to follow. The other options in that menu allow you to check the stats of an NPC before recruitment, and to give them gifts or borrow/lend items (if they have a high enough disposition). When lending NPCs items, or giving them gifts, their disposition changes, depending on the value of the item and the value of their clothes- so if you give expensive clothes as gifts, you make things harder for yourself.Equally, borrowing items lowers their disposition. The borrow/lend function doesn't require them to be a companion, so it's useful if you want to kit out people like Martin who follow you by default. When you've recruited a companion, you can set their combat style (ranged, melee, varied, defensive), their aggression (attack on sight, attack when you draw your weapon, attack if hurt, don't attack at all). If the NPC can heal, you can order them to heal in combat or not. The meat of the companion system is the order system, split into three parts. To use them, you'll be asked to select an order key when the mod starts. If you ever forget the key you can look at your Leadership Journal to see it. 1. Context Orders. Hold the order key and tap left click.• If the target is a chest, it'll be unlocked (by anyone with Security as a major) or looted.• If the target is hostile, your followers will focus their attacks on them. If you're sneaking and undetected, any follower with Sneak as a major will sneak-attack them.• If the target is friendly, and you're sneaking, any follower with Sneak will pickpocket them.• If the target is a companion, they'll be healed up, buffed and repaired by any other followers capable of it. Only companions with Restoration as a major can heal others, Armourer as a major can repair, and Alteration as a major can buff. 2. Support Mode.Hold the order key and right-click to toggle support mode. When support mode is on, followers will heal/repair/buff each other and you automatically, as well as looting any corpses. This is probably the most useful part of the mod by far! 3. Self Orders.Tap the order key. Any companions capable will heal, buff and repair you. The companion order menu has more orders you can give, that don't involve following you. Companions can be told to wait nearby, to pick ingredients from plants, to wait there and create potions if they have Alchemy as a major (creating potions takes one day per batch, and you must give them appropriate ingredients), or to sit down and relax. They can also be assigned into four squads, each following a leader you assign. Squad leaders can be told to bodyguard other NPCs not in your party (useful for escort missions), and show up on the map if you select the Squad Management quest. Squad leaders will obey context orders, but their followers will not.If you need to gather all your companions together should they have gotten lost, simply cast “Call companion”. Important NotesRespawning and non-persistent NPCs, like guards, bandits, necromancers and basically anything else that doesn't have a name, don't work properly. You'll see a message notifying you when you try to recruit one. Their inventories and orders get reset when you leave their cell, or fast travel. This can cause some pretty major problems if you just gave them an important or valuable item, so that's not advised. There is no way to fix this. OptionalNPCs are set up to automatically run back to you in combat if they pursue an enemy too far away. This functionality can be disabled, by using “Set CompanionRunBack to 0” in the console. They will automatically teleport to you if they get even further away, and that can be disabled too by using “Set CompanionTeleportBack to 0” in the console. Faction Recruitment changes how recruitment applies to Guards, Evil NPCs, and members of the Fighters Guild, Mages Guild and Blackwood Company. Guards will be more likely to follow you if you're famous whilst evil NPCs will be discouraged, and visa versa if you're infamous. If you aren't in the Fighters guild or Blackwood company, you can hire them weekly (price varies depending on Guild rank). If you are in the Fighters or Mages Guilds, you can pull rank on lower-seniority NPCs and order them to follow you, with no minimum disposition required. Change Log3.00- Release!3.01- Fixed Bravil/Leyawiin Bug.3.02- Fixed wrong level adjustment to disposition.3.10- Added learning spells, horse riding. Minor bugfixes.3.11- Stopped teleporting on horseback.3.12- Bugfixes, added loot options.3.13- Fixed wandering off, reworked horse riding.3.14- Fixed healing in combat, looting 0 weight items, more bugfixes.3.15- Added organisation for non-persistent NPCs. Upped default range on teleport back. Added disable teleport option.3.20- Migrated party handling to leveled list. Major behind the scenes changes.3.21- Fixed horse riding errors caused by migration. Fixed healing.3.23- Fixed list not clearing. ThanksMany thanks to the beta team- Mark Quinn, Giskard, Dzorro and wiz0floyd. Thanks in particular to Lurrkurr, for helping test and fix a huge stack of bugs. Modding DetailsAre you planning on integrating the recruitment features into a quest? Making an NPC that you want to be unrecruitable? Here's a few pointers- 1. NPCs must have the Rumours topic to be recruitable by conventional means. If you check “No Rumours” on the NPC form, then they're unrecruitable. Easy as. 2. To add an NPC to the player's party, all you need to do is add one aaaPartyToken. To remove them, add one aaaDismissToken. This can be done through dialogue, spells or whatever you want. 3. Another feature is the aaaDifferentMenu item- add this to an NPC and they won't use the default recruitment method or order menu. You can recruit them however you want by adding aaaPartyToken, and you'll need to create your own order menu, which you can add extra topics to or remove some (for example, adding extra features or removing the “Meet me at” menu). Take a look at the Faction Recruitment esp to see how this works. An example of how everything fits together can be seen in TSS Custom Companion Template.esp. Throughout, GetInFaction is used as an example condition- so for example, you could replace it with GetIsID, add aaaDifferentMenu to your NPC, and write whatever dialogue you wanted in the topics included to have a companion NPC with custom recruitment and a custom order menu. It does take a bit of thought to see how it all fits together, so each topic contains a guide as to what it's about and what you should and shouldn't do. For more complicated usage, two lists are kept by the mod, both in the aaaList quest. aaaList.Friendlist records each NPC the player is 'friends' with, including those he's talked to and have a disposition towards him of 65+, and all recruited NPCs. aaaList.Partylist records each NPC in the player's active party- all those following, looting and so on, and not currently waiting/harvesting/performing alchemy.They're stored in no particular order, and can be retrieved with scrolling through the list with GetNthLevItem- the level they are stored at contains no information. Link to comment Share on other sites More sharing options...
Kryyn Posted December 7, 2008 Author Share Posted December 7, 2008 I don't think my download included the DOC. o_O Thanks alot ^_^ Oh, yeah, and I have no clue on how to set up OBSE. Link to comment Share on other sites More sharing options...
myrmaad Posted December 7, 2008 Share Posted December 7, 2008 I don't think my download included the DOC. o_O Thanks alot ^_^ Oh, yeah, and I have no clue on how to set up OBSE. Since there are several different versions of this mod still floating around, I strongly suggest you re-download one of the versions from here (tesnexus link above). The version 3 requires OBSE, but the "old version" on that link does not require OBSE. Link to comment Share on other sites More sharing options...
dzorro Posted December 7, 2008 Share Posted December 7, 2008 I don't think my download included the DOC. o_O Thanks alot ^_^ Oh, yeah, and I have no clue on how to set up OBSE. If you have problems with obse this is the best place to begin your search. http://obse.silverlock.org/ Link to comment Share on other sites More sharing options...
Om nom nom Posted July 23, 2010 Share Posted July 23, 2010 Hello, I've been having trouble with this mod since installing my new load order... I have FCOM, COBL+COBL Races, No Phycic guards installed. I obviously have a lot more than that installed but I thought those would be the only ones to cause the issue, I can post my full load order if it will help. Basicly, when I recruit someone, they attack creatures, bandits and Daedra just fine, but when causing trouble in towns, they sit back and do nothing. Occasionally as well during fights they cry out "Guards guards, theres a phycopath on the loose!" ect. I have the Latest version of OBSE installed as well and I am rather stumped. If people have heard of this before, what could it be causing this?Thanks :D Om nom nom Link to comment Share on other sites More sharing options...
yeldarb Posted July 23, 2010 Share Posted July 23, 2010 Om nom nom, RESPONSIBLE npc's are still going to be good people, IRRESPONSIBLE people commit murder and assaults.You can adjust responsibility in the CS, but I am not sure how to do it. Link to comment Share on other sites More sharing options...
TheTrueMayhem Posted August 13, 2010 Share Posted August 13, 2010 I'm really hoping that someone can help me here. When it asks me to select an order key I do so and it confirms it. The trouble is that whatever key I use doesn't work and I have no leadership journal. The actual menu options like aggression , loot , etc are all there but I can't give orders. Any ideas why I have no leadership journal and the order key won't work ?I am running OBSE v18 by the way. Link to comment Share on other sites More sharing options...
Kilaeil Posted August 8, 2011 Share Posted August 8, 2011 Seems like a silly question, but how do you UNrecruit the NPCs? Link to comment Share on other sites More sharing options...
jacky89 Posted October 4, 2011 Share Posted October 4, 2011 After I enabled Companion Share & Recruit 3.27, it ask me to:"please hold the key you wish to use for giving orders and click ok" It doesn't matter what key I press, the L-shift to run/walk no longer functions after this step. I am using the latest version of OBSE. Any way to fix this? Link to comment Share on other sites More sharing options...
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