https://sureai.net/forum/viewtopic.php?t=1543
einnashe wrote:Most of the rings are just tokens, those are fine. The scripts are the bigger problem because many of them are deeply integrated into Oblivion or function in ways that just won't work in Nehrim. That's why I'm saying it might be simpler to redo it from the ground up, with an interface mirroring that of CM Partners so companion esps can be converted easily, and if Cutthroat Mods decides to do a proper CM Partners conversion then someday then that's their prerogative.Scooby_Doo wrote:I was looking through it to, and yes I see it uses oblivion.esm (looks like it uses some rings or something like that). If we could extract the scripts and dialog and provide the extras through nehrim.esm instead...einnashe wrote: The CM Partners esm is dependent on Oblivion.esm. I tried converting it but I'd still need to mess with the scripts and if I'm messing with the scripts I might as well do it from the ground up so I know where any errors are coming from.
Scooby_Doo wrote:I thought most of the scripting stuff was part of the oblivion.exe file (or in some cases obse).
einnashe wrote:The scripting engine itself is part of oblivion.exe and obse, but the scripts themselves contain references to objects in esm/esp files. So for example, a script might say, "if the player is wearing this helmet, display this message." But we can't just convert that because that helmet doesn't exist in Nehrim, right? So you have to replace it with a reference to an analogous object, but an analogous object doesn't necessarily exist. And then you scroll down and realize there are 30 or 40 such references for every helmet in Oblivion, and you realize you're going to need to change the script itself so much that you might as well do it from scratch.Scooby_Doo wrote:I thought most of the scripting stuff was part of the oblivion.exe file (or in some cases obse).
Anyway, I've succeeded in copying the CM Partners.esm interface and converted a companion NPC to work with it with minimal difficulty.
Now to add the back end.
Scooby_Doo wrote:einnashe wrote:Scooby_Doo wrote:BTW offtopic are they having troubles with the forum? I log in but then it automatically logs me back out. Took several minutes just to be able to post.
einnashe wrote:I've been having trouble connecting at all. Good to know it isn't just me.Scooby_Doo wrote:einnashe wrote:
I've got the basic functionality down. I've found that some of the scripts won't even compile in CM Partners itself and I have no idea why they worked in the first place, so I definitely have to fill stuff in as I go. I'll release something like an alpha/early beta onc the inventory and recovery scripts are working.
Scooby_Doo wrote:Try using Internet explorer, of the three that seems to be the only one that remembers me. BTW hows progress going? I'm starting to build some companions for it. Is there a way to export and reimport faces from one mod to another (i.e. from an oblivion companion to a nerhim companion [assuming their both the basic human])?
Oh ya a couple things to not forget, by default when you tell your companion to teleport, they will return to the market district of the imperial city, might want to change that. There was something else but I've forgotten now
einnashe wrote: It's almost ready for a beta release, but I still need to write a recovery script in case somebody does something stupid like leave the companion someplace inaccessible and I still need to test it with multiple companions.
Scooby_Doo wrote:Oh one thing I think you might want to know about, during act 2 there's a lot of running around "puzzle jumping". Having companions at that point would be very problematic and annoying. Perhaps have a "safe place" like the latest version of Advanced Teleport. Just use the interior of a small house or building, you teleport companions (probably via magic touch spell or use a conversation "Please go to the safe zone") and you can teleport yourself in there (remember the coords) then when your ready to retrieve them just teleport in, grab them, and exit via either spell or magic door that takes you back where you teleported from.einnashe wrote: It's almost ready for a beta release, but I still need to write a recovery script in case somebody does something stupid like leave the companion someplace inaccessible and I still need to test it with multiple companions.