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How to modify the behaviours of cm partners in game?


Pigpork

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Because the cm partners in the cm partners mod keep swinging their weapon in the air if they are waiting and I want to find how to stop it. And also what's the difference between the stand guard, standby, and stay here options? Because I am using cm partners to fill up my hoarfrost castle (from another mod) as guards and stuff.

 

 

And also how do i stop the cm partners from levelling with me(aka the player) and remain at a static level/skills?

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They have a Schedule AI and you can edit them your self easy. I have been fiddling with mine lately.

The swinging is when they train melee and there's several different AI's included, depending on which time of the day you want your companions to train and exhange it for read a book or something else if you want them to stop or let them drink mead instead. All CM Partnders AI starts with cm so they are easy to find. It is explained in the Master file how to make companions and edit them otherwise check out the CS WIKI for how to do it.

 

If you add a mod after yours that changes their walking or running, exchanges the kf, edit that file as that one will save everything about your Companion, not only the movements inclusive the AI.

 

//Pekka

Edited by Pellape
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Another choice you can make is to just tell your companion to stand guard, then they will stay put and do nothing else, which might be the easiest to do if you do not want to edit the esp as I guess you do not want it to do anything when not follow you?

 

//Pekka

Edited by Pellape
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Oh ok thanks I will check it out and how do I make them stop levelling? as in for example, a npc follower named Winden, to stay at level 5 forever regardless of my main character's level?. And also is there a way to make them act as normal guards/civilians? Since im trying to make my own village in modded oblivion .

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What you are trying to do would be easier done just creating your own NPCs in the Construction Set. A simple way to have them be followers on occasion would be to use Fluffy Follower Frill when you want them to be followers.

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If you like your companion and want to use it with Fluffy Followers, you can just remove the script cmpartners from it and set it to NONE... Also remove those AI packages, all except the last one...

 

You could start the CS with no active mods but with that partner, click the partner and change its name, save it to a new mod... Just an idea...

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You cant have it all. :) You can add sone factions to your new companion if you want it to talk and have conversations. But they are very limited really. It is easier in Skyrim I guess that has at least 3 extremely nice companions with loads of voice interaction and they can interact with eachothers as theres also optional mods that allows it and the authors did work together to make it possible. So the best is if you learn how to use the quest editor and dialogs and do it your self but then the companion will have your voice. ;) Maybe not to bad idea?? You could also hire a voice actor for it.

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