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Showing content with the highest reputation since 03/02/2017 in all areas

  1. 4 points
    Modular Beautiful People 2ch-Edition (Unofficial English Translated Version) (This mod will be un-lore-friendly compilation pack of various cosmetic mods.) Previous BP 2ch-Ed (Latest version is 1.8.0 no English translation) became too big (281MB compressed, 1.3GB uncompressed lol), so I've decided to make Modular BP 2ch-Ed. It will consist of core and modules as I mentioned below. I aim to reduce the core file size to 600~700MB uncompressed or smaller and I also plan to provide English version. Please note, however, that I can't assure you that I will finish this project because I'm very busy IRL recently. =/ ***** Edit ***** There's a similar project and it already contains large variation of hairs and eyes and is obviously well-developed than mine. So I recommend using it, though I keep working on this project at a slow pase. =) - Cobl Readme - Cobl Races *** End Edit *** Well, here's a blueprint of Modular BP 2ch-Ed. * If you have any problem with this project, please feel free to let me know. Main Feature: -Esm & Esp Plugins Structure: You can easily create your own race, companion and npcs which use resources in Modular BP 2ch-Ed with TESCS loading Beautiful People 2ch-Ed.esm. -Core & Modules File Structure: You can choose and install your favorite modules. -Omod compressed modules with scripts to provide semi-automated installation. -Massive amount of eyes, hairs and races: In previous BP 2ch-Ed 1.8.0, 328 variation of hairs, 836 variation of eyes and 21+ races are included. -Custom Race Fix: You can safely begin MQ with custom races. -English Translation Additional Notes: 1. All hairs, eyes and races splitted into modules are Non-Playable in BP 2ch-Ed.esm itself. These're kind of tricky dummy data. 2. You have to install modules which contains data files and plugins to enable hairs, eyes and races splitted. 3. I'l provide a compatible patch with Beautiful People 2.7 which's size will be approximately 70~190MB uncompressed. Core (Full): - Races: Ainmhi, Carrier, Dremora, Elves of Lineage II, Horkew(Normal?Black?White), Human, Ice Elf, Lolita, LongEars Elf, Lycanthrope Elf, Mystic Dark Elf, Mystic Elf, Mystic High Elf, Orog, Robo Elf, Skyrim Khajiit, Tabaxi, Tang Mo, Wiera, White Tabaxi, Wolf Elf - Hairs: 2ch Hair, 2ch Legend Hair, 2ch Ren? Hair, AGS Hair, APPageBoy Hair, Babe Hair, Capucine Hair, Corean Hair, CTarg Hair, Bald, HS-Hair, Pr-ttyCure Hair, Ren's Hair, Saram Hair, Soya Hair - Eyes: Flonne's Ren Eye Recolored, Nequam Eye, Ren's Eye -------------------------------------------------------------------------------------------------- Total File Size 1.35GB (301.7MB compressed) Beta Testing! Core (Lite): - Races: Ainmhi, Carrier, Dremora, Elves of Lineage II, Horkew(Normal?Black?White), Human, Ice Elf, Lolita, LongEars Elf, Lycanthrope Elf, Mystic Dark Elf, Mystic Elf, Mystic High Elf, Orog, Robo Elf, Skyrim Khajiit, Tabaxi, Tang Mo, Wiera, White Tabaxi, Wolf Elf... - Hairs: 2ch Hair, 2ch Legend Hair, 2ch RenKai Hair, APPageBoy Hair, Capucine Hair, CTarg Hair, Bald, Ren's Hair, Soya Hair - Eyes: Nequam Eye as vanilla replacer, Ren's Eye -------------------------------------------------------------------------------------------------- Total File Size 542MB (135.5MB compressed) Beta Testing! Modules: /Misc/ - Compatible Patch with BP 2.7 to solve the issues due to the different file structures Beta Testing! /Hairs/ - AGS Hair Beta Testing! - BabeHair Beta Testing! - Corean Hair Beta Testing! - HS-Hair Beta Testing! - Pr-ttyCureHair Beta Testing! - Saram Hair Beta Testing! /Eyes/ - Flonne's Ren Eye Recolored Beta Testing! - NeqEyeAi~ (Ainmhi Nequam Eye) Beta Testing! - NeqEyeAr~ (Argonian Nequam Eye) Beta Testing! - NeqEyeD~ (Dark Elf Nequam Eye) Beta Testing! - NeqEyeH~ (Humanoid Nequam Eye) Beta Testing! - NeqEyeK~ (Khajiit Nequam Eye) Beta Testing! - NeqEyeO~ (Orc Nequam Eye) Beta Testing! /Races/ - Nec High Elf Remake Beta Testing! - Chocolate Elf Beta Testing! - Chingari and Ismelda Demon Race (due credit will be included before release.) WIP! - Cute Elves Beta Testing! - Asharas Sirens and Tritons (due credit will be included before release.) WIP! Module Type: - Hair Module Type1: Includes all files Beta Testing! - Hair Module Type2: Includes only mesh, no Egm files (This feature is still under consideration.) - Eye Type1: Includes all files Beta Testing! - Eye Type2: No glow-eye Beta Testing! - Eye Type3: No one-eyed (=single blind) Beta Testing! - Eye Type4: No glow-eye and one-eyed Beta Testing! English Translation: - 0% Completed WIP! Credits: **This list isn't completed yet and will be updated before release. If, by any chance, you're not listed and you should be listed, please PM me. I gave my full attention to this. But if you don't want your mod used in this compilation pack, I'm sorry to trouble you but please PM me. Special thanks to: * Bethesda Softworks * Acidoangel for Cute Elves * AGS for AGS Hairs * Ahiru for AhiruMouth (????) * APmod for APPageboy Hairs * Babe for Babe Hairs * BlueBack5150 for Horkew(Black)'s tail texture * Capucine for Capucine Hairs for Argonians and Khajiits * Comit for CTarg Hairs for Argonians * David Moyer for Orog * Flonne for Flonne's Ren Eye Recolours * Grimdeath & Syko Fox for Tang Mo * Gunman for 2ch Gunman Hairs * HISSSSA for HS-Hairs * idkrrr for Corean Hairs & Saram Hairs * Kikaimegami & Slig for Improved Playable Dremora * Kozaburo for original meshes and textures of Babe Hairs * KyneTarse for the Vampire Hunter's Sight and Khajiit Night Eye toggles script & Custom Race Fix * kz for various 2ch Hairs * Lejardo & Treetop Smoker for Human Races and Face Texture * Luchaire for Tabaxi Cat Races & White Tabaxi * Nec for Nec Elves * Nequam for Nequam Eyes & Ainmhi * MidnightVoyager for the inspiration of Beautiful People 2ch-Ed * Miss Onatopp for Elves of Lineage II * Ozmo for Ren's Eyes for BP-2ch * Ren, Daeger & Ranma-chan for Ren's Hairs and Eyes & Mystic Elves * SM for Sm Cassandra & HighKingHair & Pr-ttyCure Hairs and more * Soya for Soya 4 Hairs Pack * tad for Wiera Race * Theodic Marthil for Skyrim Khajiit * Trigger190 for Bald hairstyle * XiNAVRO for Chocolate Elves * BP 2ch-Ed Developers (Hakaishin, Henkyo, RR?vI4I8.Yi2I) * 2ch Modders & People BP 2ch-Ed's just a compilation pack of great mods. Thanks to all original mod authors. Special respect.
  2. 3 points
    Since everyone seemed to like the Fallout adventure poll idea, we've decided to do two this time. I've included info on both in the spoiler tags below. First though, there's the matter of the tie we had with the previous poll: The "machine hacking/distraction to escape", the "quietly sneak away", and the "Bed your lady and become her favorite pet". Y'all can vote in the comments between these three which one you think should be the one to be canon for the RP. Now, on to the new poll factions:
  3. 3 points
    New pc coming tomorrow, it cost me my soul, plus 1,400 dollars but it was worth it. It's ******* sweeeeet. I also might be free both days this weekend, and will start catching up on reading if so. I'll put our posts together and post Wednesday too unless y'all wanna do that for me, just in case a tornado hits the delivery truck or some shit considering last weeks track record... Anyway, I'm almost back. Thanks for the patience.
  4. 3 points
    Just so y'all know, my computer got fried and I gotta get a new one but in the meantime I'll get a laptop Sunday so I can post two posts we've finished.
  5. 3 points
    Those lightening bolts would've been anything but chilly. In fact, this coat thing really has me reconsidering Jango's character as a whole. I never paid him much mind before because the head losing thing really was a turn-off for me too, but maybe he's more badass than he gets credit for. In fact, maybe he's one of the most dangerous characters in the Star Wars canon. Think about it. If Mace Windu's coat is a good indicator of the threat someone poses to him (and by now I'm convinced that it is), then logically, Jango>Palpatine. And since we know that Palpatine defeats Yoda at the end of ep3, Jango also > Yoda When he battled Obi Wan in Kamino, Jango managed to keep all of his limbs, which is exactly three more limbs than Darth Vader kept when he dueled Obi Wan in ep3, two more than Grievous kept in the same movie, and two more than Dark Maul kept in the Phantom Menace. Bonus points for not getting burned. And since Vader goes on to kill Obi Wan in round 2, we can deduce that Jango, who faired even better than Vader in his own first encounter, would do even better in a hypothetical round 2. So here we have conclusive proof that Jango Fett>Palpatine, Yoda, Darth Vader, Obi Wan, General Grievous, and Darth Maul. And let's not forget that by donating a little hair and some blood, he was able to practically wipe out the entire Jedi Order post mortem through the Clones. It seems to me that the only being that held the power to top Jango Fett was, tragically, the guy who happened to meet him in the field. Motherfuckin' Samuel L. Jackson.
  6. 3 points
  7. 3 points
    There's a weekend shift opening up, and if I get it, I'll only have to work five days every two weeks, which is the weekends and one weekday. If not, I'll get two weekends off and have only the third weekend for mandatory overtime. So, EMANCIPATION PROCLAMATION *******! I's gone be free!
  8. 3 points
    you guys should probably ignore this but I'm super drunk and here's a picture of my shirt tonight at 4 o'clock in the morning, Knowing me i'll regret it, but you guys are the first group that I've really felt comfortable with to be myself and I really appreciate it. I'll talk to y'all tomorrow.
  9. 3 points
    That really reminds me of a part from this video. The part I'm talking about is at 0:58 but I'd recommend watching the whole video.
  10. 3 points
    Sweet! Me and Czar are nearing the end of our post as well, and then Balrog and I have finished our post that comes after the one you and I are working on.
  11. 3 points
  12. 3 points
    @BTCollins8 got home late tonight but I'll have a response when I wake up tomorrow. Me and BT are almost done, and then I gotta wrap up my post with Doc. That should leave us open for moot.
  13. 3 points
    That's the Colonel I know, ColonelDickInShe
  14. 3 points
    Watch the damn movies. Watch. Them.
  15. 3 points
    Hope my small donation helps, Comes here to get the newest updates to OOO and MMM, links from nexus whenever i feel like replaying oblivion
  16. 3 points
    Hey Doc and all the crew! I popped in to see what was going on and noticed your post. I made some notes from the novels too. Posted them at my tumblr if you're interested. I took some on Lord of Souls, too, but my notes stop at the 6th chapter. Guess I got distracted. http://sagenundlegenden.tumblr.com/post/157510345888/the-infernal-city-lore-notes http://sagenundlegenden.tumblr.com/post/157510506083/lord-of-souls-lore-notes
  17. 2 points
    Yea she was... we've been through a lot, me n the ol gal. But life goes on... *sniff* look at my new gal tho: https://www.amazon.com/gp/aw/d/B01N2RLS05/ref=sxts1?ie=UTF8&qid=1490662586&sr=1&pi=AC_SX236_SY340_QL65 Only 8gb ram tho but I have 16 gb in my old one I can swipe out.
  18. 2 points
    Ah the sound of police sirens outside, You know every so often it seems they're trying to find someone in the cemetery next to the house. Twice have there been helicopters overhead and cops searching around since we've lived here.
  19. 2 points
    Geonosis is probably pretty hot though, you know? It has to be pretty chilly in Palpatines office so I don't blame him for keeping his coat on though.
  20. 2 points
    ....... Dont talk to me or my lego boba alarm clock every again!! .
  21. 2 points
    Could you explain this like I'm a Nord who's never heard of wine?
  22. 2 points
    In-Game footage of EEC assaulting major Oppidum.
  23. 2 points
    Breton "This is good cheese, and wine straight from *fancy Breton gibberish*" Imperial Blockade Captain: "Really? Then give us some, and we'll let you past!" Breton: "No!" Imperial: "Cant let you through then. Just give us the ******* cheese and we wont roast you alive!"
  24. 2 points
    WTF Jack. WTF Oh ******* man. This is really pushing the 14a rating.
  25. 2 points
    Just got back from a 200+ mile motorcycle ride. Got that fresh 115mph hair style goin along with a sunburn and a lot of dead bugs all over my face
  26. 2 points
    Looks like we're back online. Glad that shutdown wasn't too long
  27. 2 points
    **** Cyrodiil. Loves building empires, sucks at running empires, lol. Like seriously,"No Morrowind, you can't leave." *Oblivion Crisis* "Oops, we totally didn't pull our legions out as soon as they were needed! Your still apart of us though!" *Red Year* "Huh, well that sucks." *Argonian Invasion* "What's a morrowind?" Lol, I've lost all of my Roman fanboyism and along with it, my respect for Cyrodiil and the Imperials.
  28. 2 points
  29. 2 points
    It's called a character arch. You begin as something (generally something lesser) and through the story progresses to be something (generally something better). Besides I wouldn't call any of them Jar Jar since during their first chase scene they manage to keep themselves together whereas Jar Jar would probably run into a tree.
  30. 2 points
    Thanks doc! And lol, glad you enjoyed it. The stick is called a Vitis. Though Avitus dosen't beat people with it, more like knock em on the head if he feels the need to. (Unless he flys into a rage, which he's mostly good at controlling) Centurions were nasty officers. If you couldn't tell alot of Avitus swearing is bravado to hide the fact he's terrified out of his wits.
  31. 2 points
  32. 2 points
    Gotta agree with ya on that one, Balrog. The first game's survivors are the best. Only one I liked in 2 was that redneck guy. In other news, I'm stuck in the basement again. Another tornado. They're saying it just touched down in my county. And lots of hail this time. Check it out. https://m.imgur.com/bXS7pSS
  33. 2 points
    Thanks. I wanted to try something different. And well, Argonians are quite different.
  34. 2 points
    Interesting post, Witch
  35. 2 points
    There's the Roman fan we all know and love.
  36. 2 points
    Lol what crazy pics, only crazy one was maybe the one with my dog, which I love the most
  37. 2 points
    Don't get me wrong I ain't self conscious about my weak ass chin, That's just an unfortunate effect of getting the shape of my face from my Greek side. Though there are only two pictures I have really ever shared and those are both shitpost pictures that need context otherwise it's "******* guy in a German helmet" I give you all TheCzarsHussar from a few years ago AKA Crooked toothed weak chinned southerner that's wearing a luftschutz helmet. I'm not giving context either Still can't beat some of your crazy pictures on Tumblr colonel.
  38. 2 points
    Lol it's a movie by Jordan Peele from Key and Peele. I wouldn't watch it if race stuff makes you uncomfortable. That whole movie made me uncomfortable tho, lol. It was freaky, for pretty much everyone there. It's the kind of movie that had people clapping and cheering at certain parts, black and white alike which I found funny since this chick I knew kept saying stupid stuff like "See? White folks aint ya friends." But they were happy to see the ending as much as anyone, which I won't spoil. I think that's an important thing to remember when talking about stuff like that, in america, the racist ones tend to be people in power, not common folk. Usually.
  39. 2 points
    Boy it's gonna be hard as hell going back to work after watching Get Out. That shit was disturbbbbing. No one better stir any tea cups around me or I will snap...
  40. 2 points
    It's a community of people that wants the benefit of being close and almost a part of the city but not having to deal with city regulation. Mostly that of gun control. As such it houses most of the mercenaries that likes to do business in Wellstone. We haven't decided a great deal on how it's run but so far South Union has a mayor and a sheriff that has the most say in how South Union is run.
  41. 2 points
    Actually I was gonna ask if you wanted to see my north pole, but yours was better.
  42. 2 points
    And to all the french stuff, sorry if this is news to anyone, but cultures tend to focus on their roles in events over others, because when they make something that is meant to be bought, relating to the audience is how you make money. I don't like it always, but that's why hollywood makes white guys Moses, that's why they made a tv show with a black guy as Lancelot, lol, that's why Americans tend to focus on Americans. But telling the story of actual americans in an actual battle isn't disrespecting the others anymore than that movie about the civil war with Brad Pitt and not one ****** being in it, lol. It's just not the focus of the story. Perspective, this happens all the time. And as they said, We'll probably only get two missions anyway.
  43. 2 points
    That's a good point. It's interesting that, given the real moral greyness around the First World War, EA didn't take a chance to give the Ottomans, Germans, and Austro-Hungarians more representation. I understand it's a fps and not a great platform for examining big issues but just by giving that side some missions of their own they would've been making a statement, because they would never give a similar story or mission to the Nazis or Japanese.
  44. 2 points
    You act like the entire base game is revolving around nothing but the Americans. When in fact only two stories feature Americans as their main focus. And one of them is the 10 minute prologue. The French are getting their representation as well as the Russians. Let's take it a step farther and ask why the Germans don't get any viewpoints and are pretty the sole "bad" guy of game. They lost over 2.1 million men and weren't any more the "bad" guy in this war than any other country.
  45. 2 points
    I thought it was dumb in the first game too. Most of the games aren't part of the book or movie universes, but they still manage to fit pretty closely within the confines that they set. This one is deviating from LotR even more than our RP is inevitably going to deviate from Bethesda's TES6. I think it's a little disrespectful to Tolkien to take his magnum opus, use it as a base, and then basically say "look at how we can go even bigger!" It'd be different if he were alive and had approved it (like GRRM with Game of Thrones or Lucas with Star Wars), but as I understand, Tolkein's son, who basically inherited the universe, didn't even like the movies because of how they resulted in the heavy commercialization of his father's work. And that's the movies, which actually tried really hard to be faithful. At this point, the game isn't honoring Tolkein, it's just trying to out-epic him with his own creations. This. Centurion, you're missing out on what is arguably the greatest trilogy of all time. I had a friend in college who'd never seen them either (he's not big on high fantasy), but he had grown up a massive fan of Star Wars. I finally got him to take a day and watch the entire LotR trilogy, and at the end of it he admitted that he liked it even better than SW. They're basically the perfect "epic adventure" movies. Like BT said, I'd honestly skip The Hobbit. If you didn't care for the first one, you probably won't like the next two all that much either. I didn't hate the Hobbit or anything. In fact I like it. But it's not even a comparison to LotR. You could tell that they put work into this one. After Battlefront 3, I was surprised that their next major FPS was actually a fully realized game. And a good one at that! French or Russians probably should've been playable, but a major American company like EA isn't about to leave out the Americans. It's not like the US soldiers who served there for that final year had an easy time of it or something. Their brief role was still major enough to warrant gameplay, which is all the excuse needed for a US company to include them.
  46. 2 points
    I agree with the Witchking on this one. Everyone in Tolkein's universe ain't your average white man. That's just the people native to the parts of the world that are focused on. It's not really a big deal. But out of the blue adding a second "One Ring" is just silly. I agree that it feels like an attempt to just take the original story and say "me too!" and that such a creative and massive world should provide them with plenty of opportunities for stories that don't so blatantly tred on the Trilogy's feet.
  47. 2 points
    The thing about the One Ring is that's there's supposed to only one. When you create a second one it just screams a desperate "Me too!". I seriously think their choice of wraith was piss poor and raises a lot issues regarding the original main story. Also where would the ghost of an elf find the power Sauron had to use a part of himself to infuse the One Ring with?
  48. 2 points
    Sadly that's not limited to people in America. It makes me sad how the story writer decides to butcher the lore and then the loudest complaints are of a thinly disguised political nature.
  49. 2 points
    I haven't played those Fallout games either. And you are correct that is what I was referring to. I was hoping anyone would have any questions or thoughts about the rp. Also about Shadow of War; I understand that you need to bend the lore sometimes to make the premise of your game work but forging a second Ring of Power and undermining the whole point of the One Ring is completely disrespectful of the source material. Though given how people are instead fixating on what appears to be an immigrant haradrim shows people have messed up priorities.
  50. 2 points
    OK. I said simple in the title, but it's pretty long and detailed and will spread over several posts so it's consistent. I've also reviewed it and added some things for clarification. So here goes. CREATURE COMPANION TUTORIAL BASED ON MY SHER JA - MOUNTAIN LION COMPANION MOD. ***This tutorial assumes the user knows very little about using the Construction Set so I've tried to be as detailed as possible.*** Click the thumbnails for a better view so you can see what I'm referring to. If you think you've made a mistake in any open form, click Cancel instead of OK, but generally you can go back and make the necessary changes without problems. There is an exception to this. If you move an object unintentionally when placing the creature in the world you can go to Edit/Undo in the File Menu as long as you realize immediately you've done it. Otherwise you'll need to "clean" the mod afterwards. It's no fun if you find you've moved a door or house by accident and don't find out until later. CREDITS: Sher Ja - Mountain Lion Companion was my first mod besides some save games and has been updated and experimented with several times until found I was finally happy with it. The scripts used here for the companion are adapted from the Fenrir the Wolf Companion mod by delphinus with his permission. They were created with OBSE by Jumonji, but have been changed so they no longer require OBSE which mainly dealt with fast healing after battle. This is now dealt with by adding a Healing Ability and making him Essential. Jumonji helped me to do this. The Add Summon Spell script is by WillieSea. I found it on the Official CS forums where I also find a lot of other helpful information. Thank You. Fenrir the Wolf by delphinus and Jumonji http://www.tesnexus.com/downloads/file.php?id=14192 Sher Ja - Mountain Lion Companion by Maigrets http://savageartistry.darkbb.com/index.htm The screen shot of Sher Ja is new. I'm using themythofstrider's excellent Mythic Animals textures. STARTING OUT: This will create a simple creature companion that can be activated to stay and follow. It will fight anything that is your enemy or that attacks you in Follow mode. It will NOT be aggressive to friends or yourself, and is player owned. Otherwise, if you resist arrest for a crime, it will attack the guards who are chasing you, or if you go on a murder spree then you can rely on it to defend you. I make my companions Essential so they don't die, but become unconscious for a short time. That's up to you. I prefer not to have to reload or deactivate and reactivate the mod if it dies, especially when using overhaul mods like I do, where a non essential companion death is almost guaranteed. In Wander mode it will patrol the area where you left it and will defend itself if necessary. When you first go to find your companion it will also start to wander as soon as you enter the cell it's placed in, so if it's not where you put it just search around a bit or use the summon spell as described below. There will be a Summon Spell to call your companion if you've left them somewhere, if they get stuck (rare), or to remove them from battle. If they do happen to get lost, for example, falling from a great height, they will teleport to you or return on entering a new cell. Or, of course, you can summon them back. This spell can be added to an object and you can create a quest to find it if you like, or you can place the object near the creature. Make sure to mention it in your readme if you plan to release the mod. I am including the option of adding the spell to an object to this tutorial. When the object is taken the spell is automatically added to your spellbook. The item doesn't need to be in your inventory afterwards, so you can throw it away or keep it depending on the item used. The spell can also be added via a quest script which will add it as soon as you load your save, but will not be included in this tutorial. I prefer not to add the Summon Spell by a quest because I like to put my creatures somewhere to find, rather than an easier location like the Waterfront District. Quest related options will be included in another tutorial which will outline a simple quest to find a companion or object with a small story attached to a note or book. This can be added to your inventory when you load your game with the mod active or you can use the quest to search for it. It will also include how to add spells via a quest and other options like sounds and messages which can be added to the scripts. NOTE: I haven't gotten around to doing this addition yet. I used to make it a habit to take screen shots of all my open windows in the Construction Set. For example: scripts, spells, stats etc. I can see at a glance what I've done for future reference, without loading the mod. But that's just me. I sometimes still do it for new mods depending on what I add to them. Regarding Shivering Isles and companions: I haven't played SI for some time, but I know if you tell the companion to wait before entering the portal and then summon it when you are in the SI world there should be no problems. I've done this with Sher Ja and a couple of others and it was fine. That also relates to Oblivion Gates. Make the companion wait, enter the gate, then summon. Do the reverse BEFORE taking the sigil stone and summon once outside. Unlike other types of companions they obviously have no inventory that can be reset when the cells update. FIRST STEPS: This tutorial will create a lion companion, but can be used for any creature. I've never bothered making a companion from a Shivering Isles creature, but I know someone who did using this tutorial and it worked out as far as I'm aware. It's a good idea to name all References and ID's with a prefix. For example - JJMyLion. Don't use numerals at the beginning of the ID, and have no spaces in the ID field. Using the JJ, or any other prefix makes it easier to find your entries. You can use AA or aa, or your initials as long as it's always the same for consistency. Load the Construction Set and go to File/Save and create a new esp with the name of your choice. This will automatically make it active. Click OK and Oblivion ESM will load automatically because you are loading a mod that requires it. Otherwise you can select Oblivion ESM only to load and choose to save your esp when you've started work on your mod. Go to the Object Window on the left and expand the Actors\Creature\creature tree. Select the CreatureMountainLion and double click to open its Stats Form. In the ID field give it a NEW unique ID. If you don't give it a new ID every lion will be a clone of yours. Close the window by clicking OK, and you will prompted to make a new form because you've changed the ID. Click YES to create a new object. In the NAME field give it a name which will appear in game. Open the lion's Stats Form again. Here you can change the Essential status and whether he will Check Corpses. I leave it checked for dogs and wolves, but not the lion because it does nothing and can slow the creature down. Canines have animations so it works well and they only do it after combat is over. Check swimming so they can follow in water. Again, canines seem to be better for this since they do actually swim while other creatures sink like a stone or have to find another path, but they will catch up. Take the tick out of No Low Level processing and Respawns. Leave his Combat Style at Default for the mountain lion. Tick PC Level Offset to have him level with you. Choose whether you want him to level above or below you by entering a number in the Offset box. For example, 1 to stay at your level or -1 to be one level below you. In the Calc Min box type 1 and in the Calc Max box type 0. This will adjust his health, speed and fatigue modifiers on the right of the window. Starting out it's probably best to leave his health and other stats as they are. You can adjust them later if you want. Although, I give my creatures an Intelligence of at least 30 so they can follow up stairs and through doors. They will even open gates. This also relates to successful fast travel so they zone with you instead of getting lost and having to be summoned. Always leave Personality at 20 or even at the default as anything higher can make him passive, and enemies, depending on their Faction will ignore him when you want him to fight. From now on I'm referring to the Lion as Leo to make things a bit easier. The abbreviation, CS, will refer to the Construction Set. Go to the Factions Tab and right click to delete anything in there which is usually Creature Faction. Next go to the CS Menu at the top of the screen and select Character -- Factions. Scroll down the list until you find Playerfaction. With Leo's page still open drag it to his Factions Tab. You can make a custom Faction, but it's not necessary. Player Faction gives Leo all the rights and privileges as the Player. Select the Inventory Tab. You can leave anything there or delete it. If you make him Essential he can't be looted anyway. Select the Spell Tab. Depending on your choice of creature there may be a Disease listed. If so, delete it. The mountain lion has a Resist Frost ability which you can leave intact. Other creatures may have their own Abilities which can stay as well. This can depend on whether you decide to give him a Defensive spell that includes what he already has or boosts it. In that case remove the default spells. There's no need to do anything with the other Tabs except if you want to add new meshes and textures for your creature, but this tutorial deals with the default Mountain Lion. You can preview him moving and attacking by selecting the Animations Tab and clicking each movement to see him in the preview window. Tick the Preview Full box to do this. **Remember to save often. Make regular backups of the esp so you can revert to a previous file if you make a mistake and have saved it! ** NEXT: AI Tab: At the bottom of the stats Form is the AI Tab. Click to change the values at the top of the new window. Aggression -- I've found 5 or 10 works well. Some companions use zero, but I found it causes the companion to be passive at the most inopportune times. Anything above can cause him to attack indiscriminately, including friends. Confidence -- the higher the setting the less likely he is to run from a fight. 75 is a good number. If he's Essential and you want him to break off a fight if you decide to run or come back to fight another day, you could try a lower number. I have several Pet Only mods. Their aggression and confidence settings are different so they will flee when danger approaches and return when combat is over. It's not necessary to script this. Energy Level -- This determines how much he moves around and animates when idle. Actors with low energy levels idle more often. You can leave it at the default for your creature. Responsibility -- leave this at zero otherwise you will be reported for crimes by Leo and he can also accrue a bounty which applies to you being the owner. At the bottom is the AI Package List. Right click on any packages in the list and delete all of them. **Click SAVE and OK at the Stats page. Save the esp. THE PACKAGES THAT MAKE LEO FOLLOW AND WANDER: You will need to create a new Global Value first. Go to the Gameplay menu at the top of the main CS window and choose Globals. Right click on any one and choose New. Call it "LionFollow". Click OK. If you're using another name or creature, it still must be **Follow. In my House Cats mod I called them by their individual names..eg CleoFollow, PepperFollow etc. They must all be different otherwise the same value will relate to them all and the Follow and Wander commands for one will be used by them all of them. So, if you make two dog companions or even companion separate mods, they must be named for that creature so problems don't occur if using the mods together in game. Now you have to make two AI packages.....Follow and Wander. FOLLOW PACKAGE: Open your creature entry again and return to the AI Window: Right click again in the AI Package List and select NEW. Select at least, Allow Falls, Defensive Combat and Allow Swimming. At the top right where it says Package type select "Follow" from the drop down list. In the ID tab give it a name for example (yourprefix)LeoFollow. You'll then see four tabs: SCHEDULE, CONDITIONS, LOCATION and TARGET. Go to the CONDITIONS Tab- At the very bottom click on the "NEW" button and select "GetGlobalValue" from the list. The next box "Function Parameters" will say Invalid....click it and select the Global Value you made before. ie LionFollow Leave the Comparison box as is and change the Value to 1.0000. Go to the TARGET Tab and select Specific Reference then select PlayerRef in the "ref" tab. At the bottom right where it says Distance enter a number. This is how far Leo will be behind you when he follows. The number I use is 170 which is the distance the mod I based Sher Ja on uses. I assume it's feet, but we're metric in Australia. Anyway, it's a good distance because the companion is not under your feet or bumping into you all the time. This is also good if you use horses, because he won't be pushing the horse from behind when you are stationary. You can make it smaller or larger if you like. Click OK . You can go onto the next Package or click SAVE and come back to it. Remember to save and backup your esp. WANDER PACKAGE: Do exactly the same again, but this time call the ID "LeoWander". Choose the Package Type as Wander. Do the same at the Conditions Tab, but leave the Value at 0.0000. Click the LOCATION Tab and select Near Current Location. Give it a distance. Again mine is 1800. This is how far he will wander around when you activate him to tell him to wait. Some mods use 1200 or less...it's up to you. When you have the summon spell you can call him to you anyway if he's wandered off into dense forest. In fact I have lowered this distance in my more recent mods myself. Make sure Defensive Combat, Allow Falls and Allow Swimming are selected here as well. Click OK and SAVE to close the window. PLACE LEO IN THE WORLD: NOTE: He must be placed in the world before you can make the Summon Spell and especially before using the updated script adding the spell and sneak component to the main script posted after this tutorial. This because you need his Editor Reference to add to the spell script. In the Cell View window where it says World Space and in the selection box, find and select Tamriel. You can click on any name to select it then type the 1st letter of the area you want to load......For example "I"...then scroll down to the IC Waterfront01. Double click to load the area in the Render Window on the right. It may take a few seconds to load depending on your system. Zoom in to the location you want to place your creature. Try to get as close as possible to where you want to place him, then drag the creature (the text) from the Object Window to the world and press F to drop him. Don't drop him from way up high or you might have trouble finding him, especially in an exterior. If that happens you can find him by looking in the left side of the Cell View Window where you are placing him. Find his ID and double click it and the CS will locate him for you. Press the A key to turn on the lights so you can see what you are doing. Use a combination of Shift + Mouse Wheel (held) alternately to manipulate the screen to get as close as possible to the desired position. Scroll the mouse wheel to zoom in and out. Click the creature so it is selected to move it around, and use the Right Mouse Button to rotate it if necessary. Or use the Z, X and Y keys for other movement. When he's in the world double click him and give him an Editor Reference ID. This can be the same as his stats form ID, but put REF at the end. No spaces. Select Persistent Reference so he won't disappear when cells respawn. You should also select the Ownership Tab and make him Player owned. This will ensure he doesn't attack friendlies and will even defend you from guards if you resist arrest. Now it's a good idea to open his Stats Form and check Quest Item. Making him a quest item gives him loading priority, so he always gets loaded at game start. Otherwise he can also be forgotten by the game engine when cells respawn. Don't do it before putting him in the world or the CS will prompt you about Quest items and possibly give an error message. Save your plugin and test it. At this point we haven't added the Summon Spell, but you should make sure he is where you want him. He can be activated to Stay and Follow without the spell once the script is added. NOW ADD THE SCRIPT This is the script I use: It's a good idea to type or copy the script to a text editor like Notepad first. That way you can make alterations if necessary before adding it to the creature and risking errors when you try to save it. You'll see where it says LionFollow you must change it to the name of the Global Value you made for your creature. The message as you see can be whatever you like, but should not go to another line. Give the script a name. It should have SCRIPT at the end no matter what you call it. The bottom part of this script also tells him not to attack you if you hit him, but is probably not necessary because making him Player Owned does the same thing. However, I was advised to leave it in and it doesn't appear to have any adverse effects. When I get to it I will test without that part of the script, but for the moment it's probably not doing anything anyway. THE SCRIPT NOTE: "scn" means script name. You can also use the word ScriptName instead. scn AASherJaScript ref rEnemy ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; begin OnActivate if IsActionRef player SetIgnoreFriendlyHits 1 if LionFollow == 1 set LionFollow to 0 Message "'Sher Ja, wait for me.'" elseif LionFollow == 0 set LionFollow to 1 Message "'Sher Ja, come with me.'" endif EvaluatePackage playGroup Idle 1 else activate endif end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; begin OnStartCombat ;make sure not to attack friends after accidental hits. set rEnemy to getCombatTarget if GetShouldAttack rEnemy == 0 && Player.GetShouldAttack rEnemy == 0 StopCombat StopCombatAlarmOnActor playGroup Idle 1 return endif end In the creature's Stats Form click on the little box with "......" on it, next to the Script field, beneath the NAME field. Select New from the Menu. Copy and paste the script into the box. Make sure it is an Object Script. Select this from the Script Type list at the top right of the script window. Select Save from the Menu or use the disk Icon. You can also just click the cross and if there are no errors it will save. DO NOT EVER SELECT RECOMPILE ALL WHEN SAVING -- This will compile every script in the game and your plugin will be extremely large not to mention problematic. You'll have to close the stats form and re-open it to select the script from the drop down list in the Script Field below your creature's name. Close the Stats Form, SAVE and backup again. --------------------------------------------------------------------------------- CONTINUED: CREATE THE ITEM TO HOLD THE SUMMON SPELL If everything is working correctly we can go ahead and create the object that contains the spell and the spell itself. **If you have Shivering Isles installed be careful about using items from the expansion unless you plan to use a creature and object from SI. Items, objects and spells etc from SI are usually prefixed with SE. If you plan to release the mod using SI items make sure to add that to the readme. From the OBJECT LIST choose an item from the ITEMS list which will hold the Summon Spell script. It can be virtually anything, for example a gemstone or a bone which I used for Sher Ja or a shoe which I used for a dog companion. As long as a script can be added, it will work. ***Be careful about using Quest Objects as you must be sure to remove the tick from Quest Item first otherwise it will interfere with the related quest. Once you've decided what you will use, double click to open the item's Form. As described above for Leo, give the item a unique ID and a name that will be displayed in the game. When prompted to create a new item, click YES. Leave the item for now. We have to create the Summon Spell before we can add the script to it. CREATE THE ACTUAL SUMMON SPELL In the OBJECT Window got to Magic/Spell. I usually make a Summon Spell a Lesser Power because it's easier to find if you have a lot of spells like I do. Otherwise it can be a basic spell. Right click on any spell and select NEW. Give your spell a unique ID and a name which will appear in your spell book. Select the type of spell eg Lesser power. Select Script Effect Always Applies. Remove the tick from Auto Calculate. This negates the Magicka cost of casting the spell unless you want it to have one. Close the Spell Form and reopen it. This saves your changes. Right Click in the text field on the right and select NEW. From the Effect List select Script Effect. The Range is on SELF because we are casting the spell on ourselves. There is no need for a duration for this spell. Leave the Script and Effect names for now. Choose the school of magic, eg Conjuration and a visual effect if you want one. I sometimes choose Command Creature for my companions, but this is better for Summoned Creatures only rather than constant companions. It's up to you though. Remove the tick from Effect is Hostile. Again, close the Form and reopen it. Now we add the script. In the text field it will say Script: NONE. Right click and select EDIT. Click on the "..." next to the Script drop down box and a Script Editor window will open the same way as when we created the companion. Select NEW from the menu and copy and paste this script into the blank box. Make sure to choose MAGIC from the drop down box on the right. scn SummonSherJaScript Begin ScriptEffectStart AALionref.moveto player, 100, 0, 0 End Begin ScriptEffectFinish End Give your script a unique name. It should have Script at the end as shown. Change AALionref to the Editor Reference you made when you placed your creature in the world. Save your script and close the Script Editor. Click OK to close the Effect Item Box and OK again to close the Spell Form. This saves the information. The distance in the script is sufficient so that it won't land on top of you but a few feet away. Once again open your spell and the Effect Item Box. Select the script you just made from the drop down list. Give the effect a name in the Effect Name field, eg Summon Creature or Summon "Its name." Now the script will show in the text field of the Spell Form. You can click OK to close it now. ADD THE SUMMON SPELL TO YOUR ITEM Find your item in the ITEM list and open its Form. Add this script to it the same way as we added the previous scripts. This one must be an OBJECT script. scn AASummonSpellScript short doOnce begin OnActivate if doOnce == 0 Message "Friendship will be your reward" Player.addspell AASherJaSpell set doOnce to 1 endif activate end Once again give it a unique name and add it to your item the same way as the previous scripts. You can add a message as shown, which will show in game at the top left of the screen when you take the object. You will also receive a message to say the spell has been added to your spell book. If you prefer not to have the message in the script you can delete that line, but make sure not to leave the line blank. Move the next line up. Click OK to close and save the information. Place the item in the world the same way as you placed your creature. Drag the name of the item into the Render Window and place it wherever you like. ***Save your esp and now test it to make sure everything works as intended. EXTRA NOTES Your companion will start to wander as soon as you enter the cell where you placed him. If he has wandered off, just pick up your item containing the Summon Spell to bring him to you. Activate him to make him Follow and again to make him Stay. He will take care of the rest. I usually create a Healing Ability Spell even though my companions are Essential. I use FCOM and even Essential companions can very often become unconscious when you really don't want them to. See the screen shot for the Healing Ability I added to Sher Ja. You can make it weaker if desired, but this keeps him going in most heavy battles. I have in fact made changes to this ability in all my companions, but the following screen shot is the original. They are still essential with this change, but can be knocked out more easily and now their health bar will show. I've added Resist Poison 75% and Resist Magicka 50%. The reason for this is I've been finding certain custom poisons and some enchantments in some mods cause lasting damaging effects to companions and in Essential companions they can become permanent requiring a reboot of the mod. Sometimes you'll see it happen with NPC companions where they will get up and fall down constantly because they've been damaged. Plus other odd effects. For example my dog was hit by a weapon with Damage Speed several times and ended up running as though in a pool of molasses, so I added the resistances which have worked so far. It's only happened once, but that was enough. Create a spell as described for the Summon Spell, but not a Script effect. Make it an Ability and drag the Spell to the companion's Spell Tab in his Stats form If there are any problems or something seems unclear, please ask and I'll do my best to clarify. -------------------------------------------------------------------------------- UPDATE: This is the updated script with the sneak function as well as adding the summon spell when activating your companion that I'm now using for all my companions. With this script it's not necessary to make an object to hold the spell. It's directly added to the companion and when activated it will be added to your spell book. It also means you have to find the companion before getting the spell so if it's wandered off you need to look around. If you choose to use this script for the sneak function, but wish to still have an object for the spell you must remove the part of the script referring to the summon spell. The sneak function does work. If you are sneaking you can get right up to an enemy before the companion will react, and then only when you are detected or you attack first. Then he will enter combat mode. I've tested this extensively before releasing my updates and I know it works. I never noticed whether the sneak eye remains lit when sneaking with the companion, and I don't think there's much I can do about it anyway. I also don't add Chameleon because I don't think it's necessary. However, you can add the Chameleon shader via the script only when sneaking if you wish. NOTE: This relies entirely on your sneak skill so if it's low and you are detected in a dungeon full of vampires expect havoc. In the updates to my companions I also altered the Healing Ability as described in the main tutorial. They are detailed in my readme texts, but it's your choice in that regard. scn AASherJaScript ref rEnemy short doOnce ref GetSelf ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; begin OnActivate if IsActionRef player SetIgnoreFriendlyHits 1 if doOnce == 0 Player.addspell AASherJaSpell set doOnce to 1 endif if (GetSelf.GetForceSneak == 0) && (player.IsSneaking == 1) GetSelf.SetForceSneak 1 elseif (GetSelf.GetForceSneak == 1) && (player.IsSneaking == 0) GetSelf.SetForceSneak 0 endif if LionFollow == 1 set LionFollow to 0 Message "'Sher Ja, wait for me.'" elseif LionFollow == 0 set LionFollow to 1 Message "'Sher Ja, come with me.'" endif EvaluatePackage playGroup Idle 1 else activate endif end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; begin OnStartCombat ;make sure not to attack friends after accidental hits. set rEnemy to getCombatTarget if GetShouldAttack rEnemy == 0 && Player.GetShouldAttack rEnemy == 0 StopCombat StopCombatAlarmOnActor playGroup Idle 1 return endif end Thank you for reading. Please ask if there are any questions.