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The Elder Scrolls IV OBLIVION CM Partners Mod v. 2.

All for one, and one for all!

Index:
A. What it does. B. Installation C. Future Releases D. Credits & Usage

A. What it does.

Partners Mod Description:


1.

The CM Partners Mod is a companion system that provides everything required to recruit and organize a party of adventurers. If all the NPC files are installed there will be 70 Partner NPCs located in the taverns, inns, hotels, and boarding houses throughout Tamriel looking for others to join up with to seek the wealth and knowledge this land has to offer. In addition there are 8 beasts and minions that can become your pets, familiars, or minions. Both NPCs and creatures have Quick Menus of the most common commands. To access the Quick Menu, go into sneak mode, place your cursor on the one you want to interact with, and hit the space bar. NPCs also have an extensive dialogue command system including commands that the entire party will obey. Commands include the following:
a. b. c. d. e. f. g. h.

Common Follow, Stats, Share, Repair, Heal, Guard, Stay, Standby, Breakup. Mark and Return, Summon, and Recall Loot loots the immediate area of all weapons, armor, etc. Harvest collects all alchemical ingredients in the area. Combat Styles changes combat styles for each NPC. Sparring starts a sparring session with the NPCs in your party in which you actually train for skill increases. Lasts 2 minutes and ends automatically. Evil temporarily sets all NPCs in your party to evil so they will attack guards or good citizens when you do. Reset to good at the end of combat. General Eat, Sleep, Pick locks, Practice with weapons, Practice magic, Alchemy, don Hoods, don Kvatch cuirass and shield, use Torches, etc.

2. Partner NPCs will follow the Player everywhere and do everything the player does. 3. A Partners Ring and a Warp Ring are also included to keep your party together or get them safely out of harms way. 4. Have your partner or party Stay, and they will revert to their AI packages and go through their normal schedule of daily activities. 5. The Player can steal, assault, and kill without his partners giving the alarm or attacking.
6.

A marksman will fletch his/her own arrows when ordered to Repair.

7. Partner NPCs will level as the Player does with skill and attribute increases. Health is set separately on a par with the Players rather than the low amount set by the game engine. 8. Partner NPCs can be essential so they do not die, or you can choose non-essential so they do die.
9.

Two versions included: Oblivion only; Oblivion and SI. The Oblivion and SI version automatically detects whether OBSE is installed and uses the appropriate scripting. illustrated instructions and add them to the game. And you can now download more than 100 custom made Partner NPCs that other players have created that you can use in addition to or instead of the 70 provided.

10. You can create your own custom NPCs, beasts, and minions using the included step-by-step

Partners 2.0 Features:


1. 2.

Added 10 more essential NPCs to Imperial City, Bravil, and Anvil. These are in a separate file CM Partners Extra NPC.esp. Added Player faction to all NPCs so that Personality Mod and other similar animation mods will work with CM Partners.

3. Few minor bug fixes. Download the CM Partners Mod: http://www.tesnexus.com/downloads/file.php?id=7819 Cutthroat Mods Support Forum: http://cutthroatmods.yuku.com/

B. Installation
CM Partners Mod 2.0: Unzip all files into a backup folder and examine the file structure. Decide on the files you want to install based on the First Time Installation section below, and copy them to your Data Files folder and click yes to overwrite the existing files. New files have the same date-time stamps as the original files and will still work with your existing custom Partner NPC mods. First Time Installation: To install the plugin, unzip the files into a backup directory and look at the file structure. Only copy the files needed to the Oblivion/Data Files directory. The Partners Mod is divided into three types of files included, the main CM Partners.esm, the main CM Partners.esp, and a number of NPC esp files. There are two versions of the main files in the directories marked Oblivion Only and Oblivion and SI. Copy the main files that match the version you have installed on your computer. If you dont want your Partner NPCs to go invisible when the Player uses invisibility potions and spells, also copy the CM Partner.esp file from the appropriate subfolder marked NoInvisibility to Data Files and overwrite the existing file. Here is a packing list of files and a description of each one: CM Partners.esm Basic Mod with all the dialogue, scripting, AI Packages, etc. Includes 1 beast and 7 minions placed in the Imperial City.
a.

CM Partners.esp Places the Partners inventory chest in the game world and modifies scripting to use it. Do not edit this file. Leave it intact and create your own mod.
b. c.

CM Partners NPC.esp Places 9 Partner NPCs in the Imperial City and one minion for Beau in the All Saints Inn in the Temple District..
d.

CM Partners NPC NE.esp Makes the 9 Partner NPCs in the Imperial City non-essential.

e. CM Partners More NPCs.esp Places 58 Partner NPCs in taverns, inns, etc. throughout the game world. f.
g.

CM Partners More NPCs NE.esp Makes the 58 Partner NPCs non-essential.

CM Partners Marked NPCs.esp Places 2 essential Partner NPCs in the Imperial City with map markers activated. h. CM Partners Special.esp Places 2 special Partner NPCs in the Waterfront District. These have special abilities to train, repair armor, etc. i. CM Partners Extra NPC.esp Adds 10 essential Partner NPCs to the Imperial City, Bravil, and Anvil. To play the mod without any work, at least three files must be activated: CM Partners.esm, CM Partners.esp, and at least one of the NPC esp files, either plain or NE, but not both, unless you want twice the NPCs. To do so will cause sets of twins to appear in the Imperial City, or wherever Partner NPCs are found and may cause conflicts. You can load the CM Partners.esm and esp into the TES Construction Set without choosing an active file, and launching. Create your own custom Partner NPCs, place them in the game world, and save to your own NPC mod which is totally separate from the Basic Mod. (See the Creating Custom Partners Instructions for complete instructions.) Then you can play with your new Partners along with the CM Partners NPC.esp,

post your mod for download (because anyone can play your mod too), and download other Custom Partners to use in your own game. You can also use the CM Partners More NPCs.esp with 58 additional Partner NPCs. Just activate it along with the ones listed above. Do not activate both Non-essential versions (designated NE) and essential, because it will double the number of Partner NPCs in the game and will cause conflicts. To play, from the Oblivion Launcher, select Data Files and check the box next to Oblivion and the CM Partners esm and esp file and any Partner NPC.esps you want to use. This plugin will not invalidate your old saved games. If you save your game while this plugin is loaded, you may encounter error messages when you reload the saved game without the plugin. But you will be able to continue on with the original game. Upgrading Custom Partner NPCs from v.1.9 Drag the following faction from the Factions Window into the NPC Faction list: PlayerFaction. This is only necessary if you want to use the Personality Mod with CM Partners. If you dont do this, game play will not be affected. Upgrading Custom Partner NPCs from v.1.8 or v. 1.7 No upgrade is required. Upgrading Custom Partner NPCs from v.1.6 Open your custom Partner NPC mod in the TES Construction Set, and open each NPC setup window in turn and make the following change: Place a check in the Quest Item checkbox on the lower left hand side of the window. This will permit your Partner NPC to return with inventory intact when an Oblivion Gate is closed. Save your mod and play. Upgrading Custom Partner NPCs from v.1.4 Open your custom Partner NPC mod in the TES Construction Set, and open each NPC setup window in turn and make the following changes: Drag the following factions from the Factions Window (access from the Character Menu on the top menu bar) into the NPC Faction list: NPCType, NPCParty, NPCStand, and NPCStay. Set NPCType faction rank to 1 for Combat, 2 for Stealth, or 3 for Magic. Leave the other new factions set at 0. 2. Change the script assigned to the NPC from PartnerCombat, PartnerStealth, or PartnerMagic to PartnerScript. 3. Open your custom Partner NPC mod in the TES Construction Set, and open each NPC setup window in turn and make the following change: Place a check in the Quest Item checkbox on the lower left hand side of the window.
1.

And thats it. Save your mod and play.

C. Future Releases
1. Partners Plus?

D. Credits & Usage

Usage: 1. The Partners Mod swaps out AI Packages on the Partner NPC's to execute the various commands. It's very effective and you can do some amazing things. However, you are at the mercy of the game engine that governs which packages are used next when one package finishes. If you setup the AI Packages on custom NPC's the way the instructions tell you, you will have fewer issues. And I have included scripting that attempts to keep the NPC's on track, especially when following the Player. But there are still times that the NPC's will do unexpected things, including taking off on their own. Perhaps this is a good thing. Because in real life, people have minds and agendas of their own and always manage to do the unexpected.
2.

That being said, there is a few things you should know in using the dialogue commands. The individual commands, those menu commands you give to individual NPC's as opposed to using the Party commands, in effect turn the NPC's loose to do the things you have told them to do. But they are considered still in your party and therefore will come back when you use the Partners ring or Party Follow. Stay here commands NPCs to stay in their present area but they wander off sometimes. Now you can use Party Recall if they become lost. Standby will force NPCs to be on alert status, and will teleport to you if Party Summon is used. This allows you to leave one or two behind, and use as backup if needed while you are on an adventure. Suppose you are in the depths of a particularly difficult dungeon or ruin and two members of your party are killed. Now if you're not using Martigan's Monster Mod, you might be able to finish clearing the dungeon out, but if you are, you could be in trouble. But if you have one or two partners on standby, all you need do is use the command Party Summon, and they will come. Allow them a minute or two to teleport. When you leave people behind, you can leave people on Guard or on Standby anywhere without any problems at all because they will stand guard in that spot forever, unless told to do otherwise. If you give the command Stay Here or Party Stay, the Partner NPC's will revert to their normal schedules which may take them far and wide, depending on their normal routines, searching for food, beds, ingredients, etc., running for exercise, exploring, hunting, etc. If you want to make sure they stay in one place, leave them indoors with a supply of food and a place to sleep. The same thing goes for placing custom NPC's in the game world. Put them indoors and you'll be able to find them when you go looking for them.

3.

4.

5. Both NPCs and creatures have Quick Menus of the most common commands. To access the Quick Menu, go into sneak mode, place your cursor on the one you want to interact with, and hit the space bar.
6.

Command Summary: Command Follow Party Follow All Other Commands Stand Guard Party Guard Standby Party Standby Stay Here Party Stay Party Mark Effect Follows Player Find, Sleep, Eat, Drink, Practice, etc. Stands in one place Stands in one place Reverts to AI Packages Marks current position In Party Yes Yes No No No Yes Call NPC to return N/A Follow, Party Follow, Partners Ring N/A Party Summon Party Recall Party Return returns NPCs to previously marked position and puts on Standby.

Party Return Breakup

Returns to marked position and puts on Standby No longer Follows

No No

Party Summon Join Me

Credits: A special thanks for TES Wiki and those that have contributed to its content. It is the modders greatest resource. Where possible, I have reused scripting from the original Morrowind Partners Mod, but streamlined and adapted to Oblivions scripting environment. Most of the new functionality is derived from Oblivions powerful new AI Packages, commands, and functions. I experimented extensively testing various scripts and tweaked them until they worked. However, I do wish to acknowledge that I used some of the scripting from the mods produced by the following persons: Sebastian (Beautiful Companion) and Toaster (Toaster Says Share). And I modified Cecelias script that fixes the double face bug. Also, special thanks go to Dan Sch for his warp scripting, inventory scripting, and other valuable suggestions, and his Bunk Tent mod http://www.tessource.net/files/file.php?id=8509 that provides sleeping arrangements for a party of adventurers in the wilderness. Dan Sch did use some of MentalElfs suggestions for the inventory script. And thanks to John Ramirez who provided the basic scripting for the hoods, which I modified and expanded. I would also like to thank Divine Avenger for creating so many unique and beautiful custom Partner NPCs and posting them for download. He has truly demonstrated what can be done with the Partners Mod and has inspired many others to create their own custom partners as well. You can download his awesome creations from TESNexus and Planet Elderscrolls. Everyone is free to use and change Partners Mod anyway they want. It's a free gift. Combine it with a 100 others, create as many custom NPCs as you like, make it the basis for your own Megamod, post it for download, whatever you want. Cutthroat Mods: Blackie Dan Sch Divine Avenger Magic Flame Dianne SoHFox Mod design, dialogue, and scripting Mod design, dialogue, and scripting Playtesting, helpful suggestions Playtesting, helpful suggestions Playtesting, helpful suggestions Playtesting, helpful suggestions

Please refer all correspondence pertaining to this mod to the following email address: cutthroatmods@hotmail.com You may use, modify, combine with additional content, distribute, fold, spindle, and mutilate the mod freely without additional permission. You may give credit and contact information if you wish. Mods and scripting belong to the Oblivion community. Happy gaming. Cutthroat Mods

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