I discovered that resources from LenasCompanions.bsa do not always load. I offer two solutions for this problem:
Use the new BSA which has been renamed to "DLCShiveringIsles - LenasCompanions.bsa". This will load if DLCShiveringIsles.esp is also loaded, but it is required, so you should do. My new BSA now also contains all the voice files, so no loose files are required at all.
Alternatively use loose files for all resources - please unpack the BSA. This will always load, no matter what.
The BSA has become too large for me to upload also as a zip file with loose files, as it is really the same thing. Please unpack it yourself if your system has issues loading it.
Known bugs A potential deadlock can arise in the following situation: if the player is knocked out and your last standing companion is engaged with a monster behind a wall (as NPCs love to do), then he will never be able to defeat that monster, and thus the battle will never end, and you will never rise, forever stuck in this stalemate.
I am trying to figure out how to resolve this situation. In the meantime, you can unblock it by killing the monster from the console. If you can't do that, then it's quit and reload, I'm afraid.
Can these companions accompany you to Morroblivion? I really want to bring Selene the Thief along to have adventures there with me. Previously, I had a very simple CM Partners version of a Selene companion, but she could not come along when I went to Morroblivion.
Yes, they can follow you wherever you go, provided you use a door. If Morroblivion uses a script to teleport you rather than a door, then no companion can follow, regardless which mod they are from, unless the script specifically teleports companions too. So you need to choose a suitable method of transportation to make the companion follow you there. I think that must have been the problem with your CM companion too.
Yes. that must have been the problem. The mod I have teleports you to Morroblivion via a Khajit at the Imperial City prison who sells you a ship ticket. I'll have to figure out how to get a transporter mod with the door method instead.
There's ship transport in my Morroblivion Towns Extended between the Imperial City and Gnisis. That one uses a door. Of course, that mod does a lot of other things too, so it may be too much. But come to think of it, my companions do have a catch up function, that is, if they fall behind too far and get stuck, they are teleported to you in most cases (but not always). You could just test it. Recruit Selene and have her follow you, then have that Khajiit teleport you and may be Selene will appear next to you in 30 seconds or so. Or may be not. But I think it's worth a shot.
Well, I went to Bravil and found Selene outside the Lonely Suitor. I recruited her and fast-traveled to the Imperial City prison. Selene did not follow. I waited about 30 seconds and she still did not show up. I checked the map and a green arrow indicated she was on the road just north of Bravil!
I then fast-traveled to the Imperial Waterfront, and suddenly Selene appeared with me. We walked back to the prison and met the Khajit and bought a ticket to Morroblivion.
After getting off the ship (without Selene) and going through all the proceedings in the custom house, I went outside and still no Selene. The map showed her green arrow on the peninsula between Vivec and Ebonheart. However, when I went there, she was not at the location indicated.
Morroblivion Towns Extended and its door transport seems like it's the way I will have to go with this.
Fast traveling presents the same problem as teleporting, but I am glad that Selene eventually did catch up with you in the Imperial City. However, for Morroblivion - you did not find her in Ebonheart because she must have been still in the Tamriel worldspace rather than the Morroblivion worldspace as there is no way for her to enter. The game does not show quest markers correctly in this case. Followers cannot always travel between worldspaces, that's the problem. The script of that Khajiit would need to be adjusted to teleport companions as well.
I decided to take a look at this when cheesequuake posted about some issues they were having in the forums.
First, to get your BSA to load, you need to create a dummy ESP of the same name. You can take DLCShiveringIsles.esp and create a copy and rename it. DLCShiveringIsles.esp is just a dummy plugin to get the BSA's to load. I don't think SkyBSA addresses this, but you can take a look. I suggest going with the dummy plugin route so your users don't have to use SkyBSA. You can also create an empty plugin. If you take a copy of the Shivering Isles plugin, I suggest changing the author name.
Second, you need to destroy your string variables. It will lead to saved game bloat and that will cause problems for players eventually. The problem is that the strings are being recreated with each pass of your script. To quote the OBSE documentation:
String variables persist in the savegame until they are explicitly destroyed or until the mod from which they originate is removed from the user's mod list. In general, string variables should be destroyed after use unless it is necessary to save their values permanently. In the following example, the string variable is used each time the scripted object is activated: string_var refName ref activatingRef begin onActivate set activatingRef to GetActionRef set refName to activatingRef.GetName if (sv_Count "e" refName > 0) Message "Your name contains the letter e" endif set refName to sv_Destruct endBecause the value of the string variable is only needed temporarily, sv_Destruct is used to prevent it from being saved.
If your script takes some kind of action based on the string, then you can destroy it at the bottom of the script. Honestly, I've never needed persistent string variables, so I would give it a try. If it doesn't work, then create a global quest to hold all your variables.
I am aware of the method of a dummy ESP to make your BSA load. This is simple enough to do but users always complain about it because it wastes a slot on their load order. Such an ESP cannot be merged, bashed or otherwise gotten rid of and it has no functional value what-so-ever other than triggering loading of the BSA. SkyBSA does not address this issue either. In case of this mod, the BSA is completely independent of the others and can be loaded at any point when the game is loading, so there is no reason to block a slot in the load order for it. Hence I chose to name it after DLCShiveringIsles since that one is required anyway. This simply saves people one slot.
Regarding string variables, thank you again and yes, I am aware of that bit. String variables in my mod are used in a batch script called at game load from a quest script, and they are stored in that quest script. Their values do not have to persist from game to game because they get re-initialised, but they are required throughout the game session. This is very similar to the way Dynamic Map works, only it isn't about maps. I have not found a way to do something when the game is about to exit, because that would be the point to destroy those variables. However, I am aware of some events that might help if I put an appropriate event handler on them. This would be something to try, but it is not a five minute job and requires thorough testing which I am at present unable to do. It is something I shall look into for the next release.
I looked at this batch script and I suspect that using of sv_Construct will create a new instance of said string variable which will get into save. Maybe a solution lies in use of sv_Destruct for all string variable pairs just before running said batch script?
Re: dummy ESP - seriously?! Good grief. I'd be inclined to tell the complainers to extract the BSA into loose files then.
Also, TNO destroys his strings in Dynamic Map. He had one string that wasn't, I think that was an oversight and I'll investigate further.
The usual process is to construct your strings at the top of the script, process them and then delete them via sv_destruct at the end of the same script.
Every time you use sv_construct, it creates a new instance of the string. In the documentation where they say "save their values permanently", they're not telling you to keep using sv_construct.
@AndalayBay - dummy ESP - seriously. And it doesn't matter if the BSA is named after the Shivering Isles, so we all get what we want. Strings: I know that Dynamic Map doesn't have the bloating problem. The difference with my situation is however that they can destroy the strings immediately after use, while I need them to exist throughout the game session. I simply haven't had the energy to tackle that problem, since it is not critical and the rate of accumulation of strings is quite low. It does need tackling eventually, I agree. I need to keep using sv_Construct because this is the only way I know to change the value of the string in a batch script. That batch script is a configuration script, the values can change from load to load. I am open to suggestions on how to do it differently.
@RomanR - this is a fantastic idea to try putting sv_Destruct first! This might just do it. You destroy the old version of the string and make a new one. I could easily set up a switch to avoid issues the very first time. I am going to try this first, but not right now - I haven't got a working environment to test it right now!
Thank you. To not bother you much further I would only add that there's posibility to check if string variable was initialized by testing it against zero. Only declared and initialized ones would need clear by sv_Destruct command, so there's no need for extra switch. Like: if clothesDir != 0 set clothesDir to sv_Destruct endif And that's all.
Thanks, that would do it. I would put sv_Destruct calls in the quest script while sv_Construct calls will remain in the INI just like now. So there would be no change for the user, but the change would be under the hood.
Sounds like you got a fix. It is a big deal because saved game bloating leads to the A-bomb bug. Wrye Bash can attempt a fix but it doesn't work all the time. I suspect it can't fix A-bomb caused by OBSE issues. Once it happens, your game is toast.
At which point does the A-bomb bug occur? My longest game was nearly 1000 hours, and still no A-bomb. I had quite some bloat in it from other mods, no issues. I play GOG Oblivion.
That's the problem - there isn't a specific time. Just like a lot of stuff these days, a lot of knowledge was lost when Bethesda took the forums down. We also had reasons for not starting names with a number. There's a reason the CSE won't compile scripts that start with a number. shadeMe only added the option to override that when people complained about not being able to alter some scripts. There are a couple of vanilla scripts that start with a number. If you search for that now, you'll find some articles that tell you not to do it, but they only say it's known to cause issues.
Anyway, I've had it happen pretty quickly. Other times when I'm hundreds of hours in. While I've got thousands of hours logged in lots of games, my oldest game is only 505 hours and it's pretty much unplayable. I just use it for high level testing.
I just tried to check the progress and Wrye Bash crashed. I'll have to report it. They are refactoring Wrye Bash right now so they are running into regression issues. I'm helping with testing so I'm on the latest and greatest?
You can check the progress of bloat or A-bomb in Wrye Bash.
QQuix had told me that his mod caused issues, but I see that it's still available. I don't know if it was an earlier version, but you could try downloading the earliest version of Rock, Rock, Rock your Ship and see if it causes problems.
One more thing: I don't mean to imply any of this is urgent. For all we know, it was an old version of OBSE that was causing the trouble. A big saved game file will take longer to load, so we should aim to avoid bloat when we can.
Another bug with Oblivion was the number of saved game files. We found that it would really start to perform badly and found that moving the saved game files into another folder would make it load faster. I save a lot, so I move my old saves into another folder periodically. It seems to work for Fallout games as well.
This isnt too big of a problem for me but i was working on some crash issues from a script error from another mod and while looking at obse logs it says
WARNING: substantial numbers of string variables exist for the following files (may indicate savegame bloat): LenasCompanions.esm (1824 strings)
it doesent seem to effect things too much except maybe some crashing at times it seems but figured id post it here.
Thanks for the report, but it is only a warning and I have no idea where it comes from. This mod does NOT have this many string variables. In fact, it only has 50. If the number reported increases from run to run, then it would mean that OBSE is not cleaning them up correctly, and that isn't something I can fix because I would not even know where to start. Game save bloat does not cause crashes, it simply makes your save file larger.
How do I recruit yennefer?i maxed out her liking of me. Talked to the steward so she could go and find her. But she never really can be recruited or asks for a quest.
Hmm... I had no issues. She has a quest, she should be asking you to help her with it. Once the quest is done, she can be recruited. I'll check to see why she is not asking you for help.
No i had it before but i didnt talk to yennefer yet. so i dont know how it would be. Its just...all those esps take away a lot of slots :/ and those are limited.
Oh, I understand the need for a merge. I'm just saying that it could be the reason why she isn't asking to help with her quest. I'll check to see which conditions need to be fulfilled, or perhaps what stage you can set to move it along manually. It's been a while since I made that mod, I don't remember.
I found the issue with Yennefer's quest. I'll do an update tomorrow. BTW, if you merge the companion ESPs, you will lose all voices. I'm sure you know it, but I thought I'd point it out anyway.
Update posted - please use v2.2. However, splicing it into an existing merge will require some xEdit trickery. I fear that if you simply redo the merge, you will end up with corrupted save data.
Alternatively, you can keep your existing version and skip the faulty bit by advancing the quest manually. Enter this on the console:
setstage CompanionYenneferQuest 10
Then you should be able to talk to her and get going.
Hello LenaWolfBravil I have installed the mod and also got 2 companions - Companion Selene.esp - Companion Rook.esp - Companion Yennefer Vangerberg.esp - Companion Jowan Angwin
The Selene companion quest worked fine, and we need to pay 5000 Septims to get her out.
Spoiler:
Show
Regarding Rook, I had to visit Anvil and look for his shop near the main gate as per this article. I cant find his shop. Is it near the mages guild building? What is his shop name?
Thanks for the awesome mod and I would appreciate some advice.
Hi, Rook's shop is actually outside Anvil, near the Northern City Gate. Just to the West from the stables. It's the only building there, can't miss it. It's called "The Rift Apothecary".
As for Selene, what is your question? That you have to pay the money? Yes, that's her bounty, apparently. You'll need to talk to the guard and see what he says. May be the amount is not really fixed. Depends on how you play it.
Hi, it's further West. See map below. Note - this is just based on vanilla. You seem to have extra houses there as well, let's hope there is no conflict. Just follow the path West along the city wall, then the house will be on your right.
Hmm. How strange! Thanks for the screenshot. But I only have Whitmond Farm. Can't find a new building called Rift Apothecary. It looks like Better Cities has added some terrain too around the city. I have placed Companion Rook.esp after it. Anyway. I will investigate my load order and update if I solve it! Thank you.
If you have other mods that modify the area around there, they may have erased the path as well. Look under ground - if they put a cliff or a hill, the building may be buried!
we really need a patch for this mod and better cities. rooks apothecary is outside anvil, but you have to clip through the giant wall on the rounded edge to find his apothecary. its very awful...
If you want to meet him press Coc anvilrookshouseint in the console
So that explains it - a conflict with Better Cities Anvil. This will also interfere with Rook's daily walk, and although he won't die, he may get lost.
I just loaded Better Cities Anvil followed by Companion Rook and I see what is going on. Better Cities added a large part of the countryside to the Anvil City, so that everything on it is now forfeit, including Rook's house. Unless, of course, you can access the houses inside the city wall without going into the city, but I didn't investigate it that far.
Thank you, LenaWolfBravil for these great companions! I got Jowan Angwin and Selene after doing their quests. Next is getting Yennefer of Vengerberg from the Witcher! I love how we can ask the townfolk about these companions, and they have something to say.
One question Can I take Jowan Angwin, Selene, and Yennefer to Elswyr? I have your mod - Elsweyr Mysteries, which sits on top of Anequina. There should not be any issue, right?
Here is a picture of Jowan, Vilja and Selene running in the West Weald area towards Skingrad.
Wow. That is so cool! Do they have any location specific commentary in Cyrodiil and Elswyr? Like if we are in Corinthe, do they comment about the city or about stuff that happens in Elsweyr Mysteries or just some locations of Elswyr?
Location specific commentary for Cyrodiil and Elswyr would elevate them to super companions! I guess they can all share the same lines for every location. No need to have dedicated lines? But all of that is extra voiceover/xVAsynth work. Thank you so much for considering this! Endorsed and Tracking!
Oh, I would give them all individual lines - that's the whole point! They all have different personalities, so they will have different opinions about everything! I was actually planning to add banter but didn't get around to it yet. Already now if you enable disposition in the INI file, their behaviour depends on what they think about the party members, but I haven't added any dialogue lines yet, so you don't know what they think of each other.
Waahoo! I love that you like the idea and plan individual personalities for each of them. Banter between companions is fun to have, but I think location awareness is more of a priority compared to banter. If people prefer taking one companion out of the seven, they will instantly start seeing results with location commentary. Also, I feel one companion may have something different to say about Bravil, for example compared to another. So a lot of the comments may be based on their origin story, which you have documented in the 'Articles' section and also their own goals. Thanks again Lena! Can't wait to see what you come up with!
Yes, you are right - location and quest-based comments should take the lead. That's probably why I could not figure out how to build the banter framework... This will take some time and will likely result in a step up to version 4 of the master files. I need to lay the basis for this first, then write their lines based on my story, and also develop the story where it still needs developing. They have some comments they say in battle, but that was easy to do. The rest is more complicated.
If you have Castle Knightstone and Companion Yennefer Vengerberg make sure Castle Knightstone loads after Companion Yennefer Vengerberg other wise there be missing water in the mote around the castle.
I'm also having the issue with geralt being missing with random map markers pointing to the middle of nowhere (he isn't at the markers). Do you know his id code so i can teleport to him?
I just uploaded an update for Geralt - v2.3.2. Please try that on a fresh save. That is, remove the mod, make a save, then load v2.3.2 to activate new intialisation. Geralt should really be in Bruma.
So, not in Bruma then? Where is he showing up? You may be suffering from the infamous "snap back to Tamriel" Oblivion bug. I thought I circumvented it, but if it happens in your game, I'll make you a special fool-proof version. EDIT: I just checked. The latest version is already a fool-proof version. So I don't understand why Geralt is not in Bruma.
If the quest marker on the map is outside of Bruma and your character is in Bruma, then the quest marker on your compass will point at a Bruma city gate. This is normal Oblivion behaviour.
Oh, and just to check: you do have OBSE installed, right?
I had the same issue with him. I have to find him by moving the player to Geralt and he was in a very dark cell then I reload the save and move him to the player in Olav's Tap and Tack. He work find after that.
cool On a side note I ported this item to oblivion Witchers Silver Sword I used as re-placer for item in Kvatch Rebuilt and never uploaded. I'm thinking of uploading as recourse as I think the permission allow it as long as it stays on the nexus.
Yes, Geralt already got it. That is, the original model from CD Projekt Red. The Skyrim model is more detailed though, it seems to have been redone rather than ported from The Witcher games.
I ran into a issue with Geralt when clearing out Silver Tooth Cave his quest won't advance. I tried out in many different orders by doing it as first dungeon, middle dungeon, etc.. in his quest and each time the quest line wouldn't advance. However I'm not sure if it's conflict or not as I know a mod I use called Oblivion Quest of the Week has a quest for that cave called Research And Goblins with a similar goal of clearing the cave.
It's Selene form the Oblivion quest An Unexpected Voyage.
A mod that could turn Selene of the Black Water Brigands into a follower. She seems like she could be a potential follower if you choose the option that lets her live, and is hauled of the prison. A quest could be made that allows a follower option once you pay her fine. It wouldn't have to be something to complicated, but it seems like there would be an opportunity to create a back story and a follower with with an interesting personality, character conflicts and general mischief. Cause I would think she wouldn't like your character at first even if your character pays her fine.
That's an interesting idea. I shall need to look up that quest - I have never let her live. :-o Do you want her class etc. be just like in vanilla? She will need to like the player at least a little, otherwise she won't join you.
That can be done. I just looked her up: she is 5 levels above the player. This is a bit too high for the follower, unless you want one that fights instead of you. I normally make them the same level as the player. Since the follower will be technically a new character, we don't need to muck about with the vanilla Selene and can make whatever we like. I'll carry over her class and equipment. Any other ideas? Otherwise I'll fill her in myself.
221 comments
The BSA has become too large for me to upload also as a zip file with loose files, as it is really the same thing. Please unpack it yourself if your system has issues loading it.
A potential deadlock can arise in the following situation: if the player is knocked out and your last standing companion is engaged with a monster behind a wall (as NPCs love to do), then he will never be able to defeat that monster, and thus the battle will never end, and you will never rise, forever stuck in this stalemate.
I am trying to figure out how to resolve this situation. In the meantime, you can unblock it by killing the monster from the console. If you can't do that, then it's quit and reload, I'm afraid.
I then fast-traveled to the Imperial Waterfront, and suddenly Selene appeared with me. We walked back to the prison and met the Khajit and bought a ticket to Morroblivion.
After getting off the ship (without Selene) and going through all the proceedings in the custom house, I went outside and still no Selene. The map showed her green arrow on the peninsula between Vivec and Ebonheart. However, when I went there, she was not at the location indicated.
Morroblivion Towns Extended and its door transport seems like it's the way I will have to go with this.
Thank you so much for all your modding work and advice that allowed me to achieve this long-imagined situation!
First, to get your BSA to load, you need to create a dummy ESP of the same name. You can take DLCShiveringIsles.esp and create a copy and rename it. DLCShiveringIsles.esp is just a dummy plugin to get the BSA's to load. I don't think SkyBSA addresses this, but you can take a look. I suggest going with the dummy plugin route so your users don't have to use SkyBSA. You can also create an empty plugin. If you take a copy of the Shivering Isles plugin, I suggest changing the author name.
Second, you need to destroy your string variables. It will lead to saved game bloat and that will cause problems for players eventually. The problem is that the strings are being recreated with each pass of your script. To quote the OBSE documentation:
If your script takes some kind of action based on the string, then you can destroy it at the bottom of the script. Honestly, I've never needed persistent string variables, so I would give it a try. If it doesn't work, then create a global quest to hold all your variables.
I am aware of the method of a dummy ESP to make your BSA load. This is simple enough to do but users always complain about it because it wastes a slot on their load order. Such an ESP cannot be merged, bashed or otherwise gotten rid of and it has no functional value what-so-ever other than triggering loading of the BSA. SkyBSA does not address this issue either. In case of this mod, the BSA is completely independent of the others and can be loaded at any point when the game is loading, so there is no reason to block a slot in the load order for it. Hence I chose to name it after DLCShiveringIsles since that one is required anyway. This simply saves people one slot.
Regarding string variables, thank you again and yes, I am aware of that bit. String variables in my mod are used in a batch script called at game load from a quest script, and they are stored in that quest script. Their values do not have to persist from game to game because they get re-initialised, but they are required throughout the game session. This is very similar to the way Dynamic Map works, only it isn't about maps. I have not found a way to do something when the game is about to exit, because that would be the point to destroy those variables. However, I am aware of some events that might help if I put an appropriate event handler on them. This would be something to try, but it is not a five minute job and requires thorough testing which I am at present unable to do. It is something I shall look into for the next release.
Also, TNO destroys his strings in Dynamic Map. He had one string that wasn't, I think that was an oversight and I'll investigate further.
The usual process is to construct your strings at the top of the script, process them and then delete them via sv_destruct at the end of the same script.
Every time you use sv_construct, it creates a new instance of the string. In the documentation where they say "save their values permanently", they're not telling you to keep using sv_construct.
Strings: I know that Dynamic Map doesn't have the bloating problem. The difference with my situation is however that they can destroy the strings immediately after use, while I need them to exist throughout the game session. I simply haven't had the energy to tackle that problem, since it is not critical and the rate of accumulation of strings is quite low. It does need tackling eventually, I agree.
I need to keep using sv_Construct because this is the only way I know to change the value of the string in a batch script. That batch script is a configuration script, the values can change from load to load. I am open to suggestions on how to do it differently.
@RomanR - this is a fantastic idea to try putting sv_Destruct first! This might just do it. You destroy the old version of the string and make a new one. I could easily set up a switch to avoid issues the very first time. I am going to try this first, but not right now - I haven't got a working environment to test it right now!
if clothesDir != 0
set clothesDir to sv_Destruct
endif
And that's all.
Anyway, I've had it happen pretty quickly. Other times when I'm hundreds of hours in. While I've got thousands of hours logged in lots of games, my oldest game is only 505 hours and it's pretty much unplayable. I just use it for high level testing.
I just tried to check the progress and Wrye Bash crashed. I'll have to report it. They are refactoring Wrye Bash right now so they are running into regression issues. I'm helping with testing so I'm on the latest and greatest?
You can check the progress of bloat or A-bomb in Wrye Bash.
QQuix had told me that his mod caused issues, but I see that it's still available. I don't know if it was an earlier version, but you could try downloading the earliest version of Rock, Rock, Rock your Ship and see if it causes problems.
Another bug with Oblivion was the number of saved game files. We found that it would really start to perform badly and found that moving the saved game files into another folder would make it load faster. I save a lot, so I move my old saves into another folder periodically. It seems to work for Fallout games as well.
WARNING: substantial numbers of string variables exist for the following files (may indicate savegame bloat):
LenasCompanions.esm (1824 strings)
it doesent seem to effect things too much except maybe some crashing at times it seems but figured id post it here.
Game save bloat does not cause crashes, it simply makes your save file larger.
I have merged your companions into one eso. Except for scorpio and Rook BTW
BTW, if you merge the companion ESPs, you will lose all voices. I'm sure you know it, but I thought I'd point it out anyway.
Alternatively, you can keep your existing version and skip the faulty bit by advancing the quest manually. Enter this on the console:
setstage CompanionYenneferQuest 10
Then you should be able to talk to her and get going.
I have installed the mod and also got 2 companions
- Companion Selene.esp
- Companion Rook.esp
- Companion Yennefer Vangerberg.esp
- Companion Jowan Angwin
The Selene companion quest worked fine, and we need to pay 5000 Septims to get her out.
Regarding Rook, I had to visit Anvil and look for his shop near the main gate as per this article.
I cant find his shop. Is it near the mages guild building? What is his shop name?
Thanks for the awesome mod and I would appreciate some advice.
As for Selene, what is your question? That you have to pay the money? Yes, that's her bounty, apparently. You'll need to talk to the guard and see what he says. May be the amount is not really fixed.
I checked and I only have this building on the left, which is a house next to the stable.
Dont see any shops. See image below.
I have all the ESPs enabled. I have Better Cities? That could be an issue?
No issues with Selene. I get her in Bravil and she is a companion.
Just follow the path West along the city wall, then the house will be on your right.
Thanks for the screenshot. But I only have Whitmond Farm. Can't find a new building called Rift Apothecary.
It looks like Better Cities has added some terrain too around the city. I have placed Companion Rook.esp after it.
Anyway. I will investigate my load order and update if I solve it!
Thank you.
If you want to meet him press
Coc anvilrookshouseint in the console
I just loaded Better Cities Anvil followed by Companion Rook and I see what is going on. Better Cities added a large part of the countryside to the Anvil City, so that everything on it is now forfeit, including Rook's house. Unless, of course, you can access the houses inside the city wall without going into the city, but I didn't investigate it that far.I got Jowan Angwin and Selene after doing their quests.
Next is getting Yennefer of Vengerberg from the Witcher!
I love how we can ask the townfolk about these companions, and they have something to say.
One question
Can I take Jowan Angwin, Selene, and Yennefer to Elswyr? I have your mod - Elsweyr Mysteries, which sits on top of Anequina.
There should not be any issue, right?
Here is a picture of Jowan, Vilja and Selene running in the West Weald area towards Skingrad.
Do they have any location specific commentary in Cyrodiil and Elswyr?
Like if we are in Corinthe, do they comment about the city or about stuff that happens in Elsweyr Mysteries or just some locations of Elswyr?
I guess they can all share the same lines for every location. No need to have dedicated lines?
But all of that is extra voiceover/xVAsynth work.
Thank you so much for considering this! Endorsed and Tracking!
Banter between companions is fun to have, but I think location awareness is more of a priority compared to banter.
If people prefer taking one companion out of the seven, they will instantly start seeing results with location commentary.
Also, I feel one companion may have something different to say about Bravil, for example compared to another. So a lot of the comments may be based on their origin story, which you have documented in the 'Articles' section and also their own goals.
Thanks again Lena! Can't wait to see what you come up with!
If you have Castle Knightstone and Companion Yennefer Vengerberg make sure Castle Knightstone loads after Companion Yennefer Vengerberg other wise there be missing water in the mote around the castle.
That is, remove the mod, make a save, then load v2.3.2 to activate new intialisation. Geralt should really be in Bruma.
You can enable debugging, that will show you Geralt with a quest marker. You need to modify two INI files in Oblivion\Data\ini folder:
Restart the game. You will then have "Companion Geralt" quest in your journal, activate that and the quest markers will show you Geralt and his horse.
Let me know if Geralt turns up somewhere other than Bruma - that shouldn't be happening.
I'll make you a special fool-proof version.EDIT: I just checked. The latest version is already a fool-proof version. So I don't understand why Geralt is not in Bruma.
If the quest marker on the map is outside of Bruma and your character is in Bruma, then the quest marker on your compass will point at a Bruma city gate. This is normal Oblivion behaviour.
Oh, and just to check: you do have OBSE installed, right?
I have to find him by moving the player to Geralt and he was in a very dark cell then I reload the save and move him to the player in Olav's Tap and Tack. He work find after that.
On a side note I ported this item to oblivion Witchers Silver Sword I used as re-placer for item in Kvatch Rebuilt and never uploaded. I'm
thinking of uploading as recourse as I think the permission allow it as long as it stays on the nexus.
A mod that could turn Selene of the Black Water Brigands into a follower. She seems like she could be a potential follower if you choose the option that lets her live, and is hauled of the prison. A quest could be made that allows a follower option once you pay her fine. It wouldn't have to be something to complicated, but it seems like there would be an opportunity to create a back story and a follower with with an interesting personality, character conflicts and general mischief. Cause I would think she wouldn't like your character at first even if your character pays her fine.
Do you want her class etc. be just like in vanilla?
She will need to like the player at least a little, otherwise she won't join you.
I could she see her liking one's character a enough to follow you if pay her fine just for getting out of prison
I just looked her up: she is 5 levels above the player. This is a bit too high for the follower, unless you want one that fights instead of you.
Any other ideas? Otherwise I'll fill her in myself.
I can't think of any other ideas atm
side note I will be give your skyim a try soon.