CM Partners Mod Features List
CM Partners Mod Features List
The three Partners scripts have been completely revised and combined into one and streamlined for more efficient and faster execution. Primary variables are now tracked by factions, so that Partner NPCs will never forget what they are supposed to be doing.
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The Partner NPCs have an extensive menu, but its well organized. Topics beginning with a - are single commands but those starting with a + have subtopics and include: +Commands, +Find, +Party, and +Party Items. These appear on the opening menu along with the essentials: -Follow, -Share, -Guard, -Standby, and Stay. Stay will have they stay in that spot for an hour and then will revert to their normal routine of weapons practice, magic practice, eating, sleeping, etc. Commands include a few commands you may need to give to just one of your party members. Find gives you a number of options to give individual orders to your partners to find weapons, armor, ammo, etc, or harvest ingredients from the flowers and plants. -Party Mark and -Party Return uses a creature marker so companions can be returned on command. Will not work in Shivering Isles. You must download and use an NPC portal mod. Also added Partners Warp Ring, so that the Player can return everyone in his/her party including himself/herself to the Party Mark position. The Warp Ring will not work inside an Oblivion gate or in Shivering Isles. +Party Loot on the Party Menu - Partner NPCs loot weapons, armor, ammo, ingredients, and gold on command with daisy chained AI packages. If they stand around for a time and not move, then there are no items available to loot for their current loot package. Total looting time will only take 30 seconds to a minute. (They dont take weapons and armor from dead bodies for some reason, but they do take the other things most of the time. The Player can loot weapons and armor from bodies, drop them, and have his party loot again. They dont loot books, simply because if they take a book, letter, or note required for a quest, it will cause a crash to desktop. They dont loot miscellaneous items because there are so many of these everywhere, and most are not valuable. They wont loot locked containers, unless you or a thief in your party unlocks them first.) If there are a number of items lying around, several containers, and/or bodies, they may not get everything on their first attempt. -Party Follow and the Partners Ring now teleport the NPCs to you, wherever they are, so there is a much more reliable and faster response. (Tip: Add the Partners Ring to a hot key, so you can equip and unequip the ring quickly and easily.) -Stay or -Party Stay commands NPCs to stay in their present area but they wander off sometimes. Now you can use -Party Recall if they become lost. If they dont come when you recall them, they have probably fallen in battle with creatures or bandits if they are non-essential. -Standby or -Party Standbywill force NPCs to be on alert status, and will teleport to you if -Party Summon is used. If you give the command to -Stand Guard or -Party Guard, they will stand in one place until you return to give them new orders. -Party Mark and -Party Return - The obvious use is being able to return your party to a preset location. +Combat Styles provides the opportunity to set the Combat Style of each Partner NPC uses. These are not automatic however. You have to provide the proper weapons to make these work. For example, if you choose the Archer Style for a Warrior, you will have to make sure they have bow and arrow and take away their present weapons, because the game engine defaults to the best weapon in their inventory. General
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commands are included to adjust their aggressiveness: -Aggressive (raises aggression 10 points), -Passive (Lowers aggression 10 points). -Sparring puts your party into sparring mode, and they will attack you. It is a good way to train and observe your partners fighting style. Be sure to set members of your party to Stay, Standby, or Guard if you do not want them involved. This way, you can choose who you want to spar with. If you play with essential NPCs they wont be killed, but if youre using non-essential NPCs, they can be, so be careful. Also the player can still be hurt or killed, just like real sparring. If you want to, you can open the console and type TGM to toggle God Mode and make your character invincible. Just remember to do it again when you are though sparring to remove the cheat. -Evil turns the Partner NPCs into evil characters long enough to attack whoever the Player attacks, including guards and other good citizens. No crimes will be commited or bounty set on the partners that participate, but the Player will be committing a crime and there will be a bounty. At the conclusion of the battle the Partner NPCs will change back to good characters again. If you go to jail, they will come to help break you out.
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+Party Items adds items to Partner NPCs that you may find useful. This includes options to choose hoods for Partners NPCs to wear (John Ramirez provided the basic scripting for the hoods): Black, Green, Grey, and Red. The Stealth characters will have dark shades of the color chosen, and the Magic characters will have lighter shades. Black actually gets you Black for the Stealth characters and Blue for the Magic characters. Combat types have helmets usually which adds to their Armor value, so they dont get to wear hoods. The hoods will help you identify the type of Partner NPCs you have in your party. The hoods will only be equipped at night or if it's raining during the day. Go inside, and the hoods come off. You can choose hoods at any time to begin with, but they won't go on till dark or rain, and outside. If you decide to remove the hoods or change hoods, make sure the hoods are off. Go inside at night or if raining during the day, and the hoods will be removed. Then you choose Hoods Off. Then if you decide to use a different color, or start the hoods again, it will work properly. If you choose Hoods Off, while they are still wearing the hoods, they will be left with the hoods they have and continue to wear them. If you choose a new color, they probably won't display, until you remove the old hoods yourself from their inventory. Also, if the NPC's have something better in their inventory, they will change to the better helmet or hood the first chance they get (like going through doors or portals, or you check their inventory). Adds some variety, and they seem to be changing things on their own. -Shield will provide a Kvatch cuirass and shield to each Partner NPC if you want use these as your standard. and weapon. The Oblivion Only version of Repair works on most common armor and weapons, but does not work on Imperial, enchanted, custom, or quest related armor and weapons. With the Oblivion and Shivering Isles version, the script automatically detects if OBSE is installed and will then repair any equipped armor and weapons.
10. -Repair added so the player can order an NPC to repair their currently equipped armor
11. -Shield adds Kvatch shield and cuirass if you wish to choose these as your own coat of
arms and have Partner NPCs use them. If they have better shields and cuirasses in their inventories, they will revert to the best armor once you go through a door or gate or check their inventory.
12. -Torches On - partners will light torches, and if you go into sneak mode, so will they,
and put out the torches. Very handy for dungeon crawling: sneaking to attack enemies, and then coming out of sneak and your party will automatically light their torches to search for treasure. Partners carrying two handed weapons wont carry a torch if you have your weapon out, because they must hold their weapon too. Each partner can be
ordered to search for different things: armor, weapons, ammo, books, clothing, etc., and they will pick up these items and add them to their inventories. So the Player doesnt have to carry everything anymore. Have your Stealth character search for containers, and he/she will point out every single one in the area, and unlock any that are locked. Or you can have him/her just open the one locked container. So treasure hunting couldn't be easier. When done, just choose Party Follow or use the Partners ring, and everyone is ready to go on.
13. A Quick Menu has been added to all Partner NPCs that includes the most common
commands. Go into sneak mode and activate the spacebar when the cursor is on the NPC, and the Quick Menu will be activated.
14. A beast and seven minions have been added to the Imperial City that will follow you as
your pets, familiars, or minions. Creatures have no dialogue, so a Quick Menu is provided. 15. Greetings added to provide support for Shivering Isles. Use one of the companion gate mods to take your partners to SI and return to Tamriel. 16. Substantially increased starting health for Partner NPCs. The TES Construction Set assigns a value of between 10 and 20 for Level 1 NPCs, and are consistently much lower than the Player throughout the game. The Player starts with more than 70 usually, so companions are not normally very helpful. Now Partner NPCs will have health levels similar to the Player.
17. Completely reworked the scripting to eliminate variables that were not needed and
reorganized things somewhat. Most of the scripting only runs when needed. Very little will run continuously and will not overburden your processor unless you have a huge number of Partner NPCs in the same cell. Warning! Use the Party Recall and Party Summon command with caution. It will return every NPC in your Party that you have ordered to Stay Here or Standby. There can only be six companions in your party, so if you recall or summon more than that, you will have companions reverting to their AI packages when they arrive and arent needed. If 30 or 40 warped in on command, you may have a crash to desktop. I only leave two or three on Standby at a time, and use Summon often. I tend to leave a lot of people behind with Stay Here, so I dont use the Recall command at all.
18. -Stats launches Dan Schs token stat menu to report NPC stats. Race and Class are
displayed in the upper left hand corner, so you know how to best put them to use.
19. -Share uses Dan Schs new smoother inventory share scripting which does not provide
the peek at underwear or nakedness. Uses MoveTo scripting, so the chest is not disabled, but moved each time its needed! This eliminates the accumulated invisible inventory chests left all over the place which causes saved game bloat and subsequent slowdown.
20. New scripting includes Dan Schs new follow scripting. No more jerky collisions when
the Partner NPCs warp to you. 21. New scripting reduces Responsibility and Aggression to zero during Sneaking so the Player can steal and sneak attack without Partners giving him/her away, or giving him/her up to the guards in some cases.
22. Deactivated Crime, Assault, and Stealing dialogue for Partner NPCs, so that the player
can murder and steal with Partner NPCs along, and they wont call the Player names, report the crime, or call the guards. Also added scripting to reset disposition if its
lowered by Player crime. Disabled Crime and Vampire dialogue for Partners Faction to stop crime reporting. 23. Set responsibility at 70 or higher on all NPC's. Limits how much trouble they can get into. No more massacres.
24. The Partners Ring recalls the Party if they get scattered or lost during combat, harvest,
loot, etc.
25. Partner NPC marksman automatically fletch new arrows to replenish their currently
equipped quivers when the Player sleeps, if the number of arrows falls below a certain amount. 26. All the basic files of new updates to the CM Partners Mod have the same date-time stamps as the original files and will still work with your existing custom Partner NPC mods. Your custom NPCs will just work better.
27. Partners levelup system uses the PCLevel Offset, so that Partner NPCs will level along
with the Player, always staying one level lower than the Player.
28. You will have to raise Partner NPCs disposition using the games Persuasion system or a
They will do everything you do: run, walk, sneak, sit, draw weapons, cast chameleon, cast invisibility, and cast water walking. 30. Magic characters have the ability to heal the entire party on command. And you do not have to give the order to the magic character, but can give it to anyone in your party, and the magic character will cast the spell. Or you can rest or sleep, and health, fatigue, and magicka will be regenerated for each Partner NPC.
31. If you are playing with Non-essential Partner NPCs, you must pay particular attention to
the health and well being of your party, because Partner NPCs will die. The usual Oblivion companion mods have only one companion, and so it makes sense that they are marked essential, only become unconscious, and get up to fight again. But its not very realistic. With the non-essential NPCs you must seek to protect and take care of your partners, or risk losing some of them. And in a battle, despite your best efforts, you will lose some anyway. Adventuring is a dangerous business. The risks are high, but the possibility of gain is also high. When you lose comrades in arms, it is always sad, because you become attached to these brave adventurers who fight at your side. Save often, or accept the inevitable. When one dies, go searching for a replacement. Since there are numerous potential Partners throughout Cyrodiil, you wont have trouble finding others who are willing to follow you for the chance at fame and fortune. 32. After a busy day of adventuring, what better way to relax than for a meal with your partners at the Inn or your own stronghold with a little drinking afterwards. You can even toast your good fortune and partnership! And then a good nights sleep for everyone, and everyone is rested for tomorrows adventures. Dont neglect their training either: give the commands to practice melee, marksmanship, or magic and watch them work out. All of these and many others can be executed on command.
33. Partner NPCs are controlled with commands that for the most part swap AI Packages on
and off the NPCs. The AI Packages can be tremendously powerful, but also can display some quirky behavior from time to time. Give a Partner a command to Find Weapons, and thats exactly what he/she will do. Those with very little sense of responsibility (like thieves, assassins, etc.) will steal or pickpocket to obtain the weapons. There is scripting
included that should prevent any fighting between Partner NPCs, but it only takes one persistent thief to create an altercation. Even a command as seemingly tame as Eat, can have a Partner stealing food if he has none, which can cause no end of problems with Innkeepers and guards. So make sure there is food, weapons, etc. lying around when you give the commands. Use with caution.
34. If you come within range of enemies, but they are separated from your party by a cliff, a
wall, a door, or other obstruction that prevents your partners from attacking them, the Partner NPCs go into combat mode, will stop following you, and will even refuse to speak to you. If you can open a door, gate, etc. to provide access to the enemies, the NPCs will attack. If not, they will try unsuccessfully to get to enemies, over and over again. Theres nothing you can do, except to go on alone, find a way through, and take the enemies out yourself. When you do, your party will return to you. 35. These kinds of AI incidents add a lot to the roleplaying aspects of the game. They seem to have minds and wills of their own. When one of your partners is sporting a new hood, youll wonder where it came from. Or if one has a stolen sword in his inventory, youll try to imagine who he may have victimized and how. Maybe its time to move on, before the victim arrives with the authorities. Winden had a Mythic Dawn hood and robe in his inventory, and I had no idea where he got them. Maybe killed one of the assassins, I just dont know. But its just these types of surprises that add so much more to the game.
36. And of course the greatest feature of the Partners Mod is the ability to quickly and easily
create your own Partners, beasts, and minions and add them to the game. See the included Creating Custom Partners document for complete, step-by-step, illustrated instructions.