Pigpork Posted December 4, 2020 Share Posted December 4, 2020 My companion from the CSR mod doesnt defend me, how do I make him defend me?? And his disposition is 100, and hes in the player faction but ignores all nearby enemies unless they directly hit him, its ridiculous, How can i fix it ? Link to comment Share on other sites More sharing options...
Pellape Posted December 9, 2020 Share Posted December 9, 2020 If you look at his AI in CS, what are their Aggression set at? Which NPC did you reqruit? I am not an companion expert at all but maybe we can figure it out?? Link to comment Share on other sites More sharing options...
Pigpork Posted December 10, 2020 Author Share Posted December 10, 2020 Oh I just made my own npc with tes construction set, and he has a few simple ai packages, like wander around current location, eating at certain time, etc, and i enabled defensive combat in all of the ai packages. And I set his aggression to 10, but it keeps resetting to 0 ingame randomly, so is there a way to permanently set his aggression to 10? Link to comment Share on other sites More sharing options...
Pellape Posted December 10, 2020 Share Posted December 10, 2020 (edited) We just did debate it in this thread and it is your thread as well.. :wink: Open your companions script and add this in the GameMode section: SetActorValue Aggression 10 I do not remember if this increase if a battle starts or if it is enough to keep it constant at 10 as I am not a companion expert. If it do need to be increased when you start fighting, then you could type. If ( Player.IsInCombat ) SetActorValue Aggression 90 Else SetActorValue Aggression 10 endif Try both and see how it works I do hope that others will know more about this, how the NPC works... :/ When I peek in CMPartners script, the Aggression is mentioned at several places and they mod the value back and forth, depending on what the player is doing, well they do mod lots of stuff. You need to work some with your companions script as it is there the magic is made... Everything you want your companion to do in different situations must be scripted and you could add your script here really as right now we just guess and assume stuff... Also take a peek in your tripping thread... :wink: Edited December 10, 2020 by Pellape Link to comment Share on other sites More sharing options...
Pigpork Posted December 12, 2020 Author Share Posted December 12, 2020 Oh Im mainly using companion share and recruit mod, so do you recommend the companion share and recruit mod or cm partners? And btw I have already fixed the aggression bug to simply setting it to 5 forever thru tes construction set by dumb luck and have uploaded the bugfix if anyone has a similar problem with the companion share and recruit mod's aggression Link to comment Share on other sites More sharing options...
Pellape Posted December 12, 2020 Share Posted December 12, 2020 (edited) Cool. Well I do not recommend anything really. But: What I do notice is that 70% of all companions for Oblivion here at Nexus are based on CM partners and that base mod is very very well written and made and it includes everything you ever need to make a companion to work properly and you can try it out as well, just install it, load your comapnion if you made it stand alone or make a new one and load CMPartners.esm and add the CMpartners script to your companion and you are ready to launch. But do read the instructions anyway. It is because it is so simple to do it, that Nexus exploded with different CM companions I guess. Try it out. :wink: You will most likely not get those problems you have mentioned, ever, if you base your next companion on the CM script and you can also pick idle AI packages to it from a loooooong list of provided packages, add from 0-24 packages if you want... :wink: If you do not care about idle AI packages, then do not add any... Why do I use it? Well I did found some cool companions I do like and they did happen to be CM based. A package of 5 companions... 2 tanks and 3 DPS/scouts. I do only use them if I meet enemies I cant handle as I do think companions are in the way mostly but when I really need them, I su,,om them with a summon spell that is included in my Companion home mod project and they start fight immediately and I leave them there or I can send them back, which doesn't matter but for immersion do send them home at least... :wink: I made a spell for sending them home as well and they also have the possibility to mark anywhere and you send them to that mark. No Oblivion companions gets close to Inigo and Eversong or what it was named again as those 2 different companions from 2 different authors also have brighter conversations between them then Oblivion NPCs will ever have but thats is also one of the only things I do miss right now from Skyrim, "brighter" NPC conversations. The authors behind those 2 companions did a extremly nice job, with loads of voice acting and both are damn good voice actors as well. :D Edited December 12, 2020 by Pellape Link to comment Share on other sites More sharing options...
Recommended Posts