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> Partners Mod 2.8

Blackie
post Apr 4 2005, 03:56 AM
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Partners Mod 2.8 has been posted for DOWNLOAD.

Cutthroat Mods

Changes:

1. Removed all landscape changes added in previous versions including the ugly island and the giant footprint in Seyda Neen.

2. Added alarm to merchants and vendors so that if the player decides to steal their wares his crime will be reported.

3. Added Rhedd’s heads with Rhedd’s permission to provide beautiful new faces for your own customized companions. (See instructions for adding custom NPC’s in the Readme file.)


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harborgolfer
post Apr 4 2005, 04:13 AM
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I've been using one version or another of this since I started playing the game. Nice to see a new one out.


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The Truth
post Apr 4 2005, 04:21 AM
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Same here. Though I see you're up to 2.8 and I've only had 2.31 until now, so I've never even seen this Cantina you've built. Thanks for the heads up on the new release.


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Arcadion
post Apr 4 2005, 04:53 AM
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I'd really love to try this mod but according to the release history, version 2.6 was conflicting with some mods, including Twin Lamps.
Is this Nevena's Twin Lamps and Slave Hunters mod ? And is this new version still conflicting with it ?
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mighty_joe_young
post Apr 4 2005, 08:07 AM
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QUOTE(Arcadion @ Apr 4 2005, 05:33 AM)
I'd really love to try this mod but according to the release history, version 2.6 was conflicting with some mods, including Twin Lamps.
Is this Nevena's Twin Lamps and Slave Hunters mod ? And is this new version still conflicting with it ?
*


amazing companion mod,if i use one ,it has to be this one,amazing work on scripting,and

fun to play as i was testing it for a mod and it was a classic that will last the life of the game and more

have one of these , turt.gif

This post has been edited by mighty_joe_young: Apr 4 2005, 08:07 AM


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Sterling
post Apr 4 2005, 09:12 AM
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Will check out as 2.5 is a standard for me! fing34.gif


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beardo
post Apr 4 2005, 09:14 AM
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QUOTE(Blackie @ Apr 4 2005, 10:36 AM)
Partners Mod 2.8 has been posted for DOWNLOAD. 

Cutthroat Mods

Changes:

1. Removed all landscape changes added in previous versions including the ugly island and the giant footprint in Seyda Neen.

2. Added alarm to merchants and vendors so that if the player decides to steal their wares his crime will be reported.

3. Added Rhedd’s heads with Rhedd’s permission to provide beautiful new faces for your own customized companions. (See instructions for adding custom NPC’s in the Readme file.)
*



Thank you very much for the update! action-smiley-030.gif


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saber
post Apr 4 2005, 09:53 AM
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2.8 already? I LOVE the partners mods. its my favorite out of all the companion mods out there. I particularly enjoy making my own companions with the faces and inventory that I want. very cool. any plans for even MORE changes? fing05.gif


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baratheon79
post Apr 4 2005, 10:25 AM
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2.8 already, huh? And I haven't even gotten around to trying out 2.6 yet (still have my modified copy of 2.5 installed in at least 1 or 2 of my running games).

Sounds like an excellent update. Downloading, and will try it out first chance I get (though I'll probab do some editting of the companions to put some of the faces and hair in my enormous head & hair merged esp to use wink.gif).


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Zero_Phoenix
post Apr 4 2005, 10:27 AM
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I bumped into this a few days back. when it first popped up on TESMods. It's GREAT. I'm also using Improved Followers, and it's nice that I don't *have* to buy alll my companions, and that I can Shmooz my way into peoples admiration.


I'm planning on building an Army, so this lets me hire the roughnecks, and inspire the rest.

Great job, and thank you.


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Karminathevamp
post Apr 4 2005, 10:39 AM
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Another new version is available already. WOW! This is my favourite companion mod which I've been using since I finished my game. I have my own modified v. 2.5 and I didn't install version 2.6 yet since I wasn't sure if it would overwrite all the personal companions I've created.

So, my question remains the same, if I install v. 2.8 over my own version 2.5, will it overwrite all my personal companions?

Thanks in advance for this new release. foodndrink.gif


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baratheon79
post Apr 4 2005, 11:04 AM
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QUOTE(Karminathevamp @ Apr 4 2005, 11:19 AM)
So, my question remains the same, if I install v. 2.8 over my own version 2.5, will it overwrite all my personal companions?
*


That all depends, are your personal companions created in separate Partners-dependant esp files, or did you add them to the existing Partners esp file? If the latter is the case, the answer is most definitely yes. But, if the former is the case, then you will probably be fine, though you will probably have to clean your saves a bit.


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Rhanyan
post Apr 4 2005, 12:03 PM
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Blackie,

Thanks!

Must add to my list of fine Partners mods.

Rhanyan
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lochnarus
post Apr 4 2005, 12:12 PM
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Landscape changes in a companion mod, a little odd...aside from the cantina, I see no real reason to make changes to the land.

I need to look at these mods in the Enchanted Editor before installing them from now on.

Anyway, I like the actual partners part. trophy.gif


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thwhip
post Apr 4 2005, 01:26 PM
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QUOTE(Karminathevamp @ Apr 4 2005, 11:19 AM)


So, my question remains the same, if I install v. 2.8 over my own version 2.5, will it overwrite all my personal companions?

T
*



I used wrye mash an migrated from 2.6 to 2.8 without having to change any thing. With the earlier upgrades of Partners I either lived with doubling or started over with after expunging the old version from my saves.
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Karminathevamp
post Apr 4 2005, 02:26 PM
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QUOTE(thwhip @ Apr 4 2005, 01:06 PM)
I used wrye mash an migrated from 2.6 to 2.8 without having to change any thing. With the earlier upgrades of Partners I either lived with doubling or started over with after expunging the old version from my saves.
*

What are the steps to migrate from 2.5 to 2.8 with wrye mash?


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Karminathevamp
post Apr 4 2005, 02:34 PM
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QUOTE(baratheon79 @ Apr 4 2005, 10:44 AM)
That all depends, are your personal companions created in separate Partners-dependant esp files, or did you add them to the existing Partners esp file? If the latter is the case, the answer is most definitely yes. But, if the former is the case, then you will probably be fine, though you will probably have to clean your saves a bit.
*

I added my companions to the existing Partners_2.5.esp. But suppose I create a new companion and savea new file as MyPartners.esp, do you think it will save all my other companions with the new one on that last.esp file so I can update Partners 2.5 to v. 2.8 then? unsure.gif


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Blackie
post Apr 4 2005, 06:09 PM
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QUOTE(Arcadion @ Apr 4 2005, 05:33 AM)
I'd really love to try this mod but according to the release history, version 2.6 was conflicting with some mods, including Twin Lamps.
Is this Nevena's Twin Lamps and Slave Hunters mod ? And is this new version still conflicting with it ?
*



Yes, there are still conflicts.


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Eragon9992004
post Apr 4 2005, 06:18 PM
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Ooooh so thats what added that ugly island! I'm glad you updated this!


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Blackie
post Apr 4 2005, 06:25 PM
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QUOTE(saber @ Apr 4 2005, 10:33 AM)
2.8 already? I LOVE the partners mods. its my favorite out of all the companion mods out there. I particularly enjoy making my own companions with the faces and inventory that I want. very cool. any plans for even MORE changes? fing05.gif
*



I don't have any definite plans right now. Just want to play for awhile. Maybe inspiration will strike at some point, or I'll receive some interesting suggestions.


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Blackie
post Apr 4 2005, 06:33 PM
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QUOTE(lochnarus @ Apr 4 2005, 12:52 PM)
Landscape changes in a companion mod, a little odd...aside from the cantina, I see no real reason to make changes to the land.
*



I had to make some changes to the landscape to fit the cantina into the shoreline so it looked natural. Unfortunately, that caused issues with Pet Shop. So I moved the cantina further west down the coast to a pennisula of land and removed all the landscape changes.


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Blackie
post Apr 4 2005, 06:37 PM
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QUOTE(Karminathevamp @ Apr 4 2005, 03:14 PM)
I added my companions to the existing Partners_2.5.esp. But suppose I create a new companion and savea new file as MyPartners.esp, do you think it will save all my other companions with the new one on that last.esp file so I can update Partners 2.5 to v. 2.8 then? unsure.gif
*



I'll have to defer to baratheon79 and thwip on cleaning saved games to install new mods. They're the experts. I just start a new game if I want to play a new mod. Less hazzle that way.


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Karminathevamp
post Apr 4 2005, 06:41 PM
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QUOTE(Blackie @ Apr 4 2005, 06:17 PM)
I'll have to defer to baratheon79 and thwip on cleaning saved games to install new mods.  They're the experts.  I just start a new game if I want to play a new mod.  Less hazzle that way.
*

Well, thanks to you and baratheon79 anyways. foodndrink.gif


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Cjad the Nord
post Apr 4 2005, 06:54 PM
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My relationship with CM's Partners has been pretty love/hate. Love, in that this is the best Companion mod out there because of it's customization, and it's assimilation into normal Morrowind life (Laura Craft still holds a place in my heart as the second-to-none companion). The frustration though, is that I always get wound up on my companions, and having to lumber them around, rather than playing.

It's nothing wrong with the mod, it's with my own preference.

Anyway, I, of course, have to pick up the fallen torch again and play this mod again. I'd also like to make a suggestion, if atleast to let other future companion makers know:

Why is it the Player who only has Birthsign bonuses? Why not give Partners the same Birthsign Bonuses, to add a new realm in choosing your future companion.


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Blackie
post Apr 4 2005, 07:13 PM
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QUOTE(Cjad the Nord @ Apr 4 2005, 07:34 PM)
Why is it the Player who only has Birthsign bonuses? Why not give Partners the same Birthsign Bonuses, to add a new realm in choosing your future companion.
*



Interesting idea. Would have to choose a sign for each one and then add the corresponding abilities. It would be nice to add their sign to their stats, but the Partners scripting is almost maxed out as it is. I'll have to think about that. Maybe I could add a new variable, and add it to their conversation topics, and then you could just ask them what their sign was. A perfectly normal thing to do.

Thank you.


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thwhip
post Apr 4 2005, 07:15 PM
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QUOTE(Karminathevamp @ Apr 4 2005, 03:06 PM)
What are the steps to migrate from 2.5 to 2.8 with wrye mash?
*


from http://home.earthlink.net/~wrye_modder/Wry...tml#ModUpdating

Mod Updating

- As described above, adding references to (or removing references from) an existing mod is likely to cause doubling. Part of the cause of this is reordering of the mod (which is fixed by Autoset Times ), but the other cause is ObjectIndex renumbering. Fixing this second problem requires that the objectIndex numbers be remapped in the save file (e.g., remap object number 123 to number 234). This can be done in Mash, but requires several stages.

- Procedure

- First, there must be separate mod files for the original mod and for the updated mod, and these mod files must have different names (e.g., "AoScrye 1.1.esp" and "AoScrye 1.15.esp").

- For modders, it's okay to continue to modify the original mod, so long as you do not add or remove refs, and so long as you do not change the id of any placed refs!

- If you need to add or remove refs, then these changes need to be made on a new version of the mod. (Just use the File: Duplicate command and rename the new copy as desired.)

- Incidentally, Updaters only need to be generated once. When Mash isn't running, it stores them in: Data Files\Mash\ObjectMaps.pkl.

- Second, you need to generate an "Updater" for each old/new version pair.

- Select the new version of the mod in the Mods tab and then select "Updaters..." from the context menu. This will popup a new dialog which will list the updaters available for that mod.

- Click on "Add" and select the old version of the mod. This will create the updater, which will now be shown in the list. If your some of your save games depend on even older versions (e.g., "AoScrye 1.0.esp"), then you can add additional updaters for those.

- If you are updating several mods at once, then you'll need to generate an updater for each old/new pair. E.g., if you're also updating from "Balmora Expanded 1.3.esp" to "Balmora Expanded 1.4.esp", then you'll need to generate the corresponding updaters.

- Third, update the masters list of the save game that you want to update.

- In the saves tab, select the save game you want to update, and, in its master list, change the name of the old esp version to the new esp version. I.e., click on the old name and then either edit the master name in place, or use the context menu to select the new master. If you've done this correctly, and if the remapping is necessary (i.e., there are actually any refs that need to be remapped), then the updated version will be a darker green than normal. (I.e., if there's no remapping to apply, the esp name will be shown as a pale green.)



This was the first time I'd tried the whole process, and I was pleasantly surprised when it worked perfectly. So far I've discovered no doubled partners and the ones my vampire is taking advantage of are still where they are supposed to be.
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ManaUser
post Apr 4 2005, 09:58 PM
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I just noticed something odd, you included anim_dancingGirl.nif in the zip. I guess that was a mistake, right? No biggy though I suppose.


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baratheon79
post Apr 4 2005, 10:08 PM
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QUOTE(Karminathevamp @ Apr 4 2005, 03:14 PM)
I added my companions to the existing Partners_2.5.esp. But suppose I create a new companion and savea new file as MyPartners.esp, do you think it will save all my other companions with the new one on that last.esp file so I can update Partners 2.5 to v. 2.8 then? unsure.gif
*


The CS won't move your custom companions to the new esp automatically, so you'd have to do it yourself (this is why, with both Partners and Mercenary Pack, I highly recommend creating any new custom companions in a separate add-on esp that would require the base mod in order to function).

If you don't want to have to completely recreate your custom Partners companions, here is a procedure you can follow, by using TESAME to transfer the necessary data to a new esp (note that TESAME is the utility I prefer to use for this kind of thing).

Step 1: Create an empty, Tribunal dependant esp file (load up the CS with just the Morrowind and Tribunal esms selected, and save under whatever name you like). You'll need this later on.
Step 2: Load the old Partners esp file up in TESAME.
Step 3: Find and select the entry for one of your custom companions, by clicking on the entry and then hitting the spacebar (hopefully, you gave them all IDs that you can find easily wink.gif).
Step 4: Repeat step 2 for any other custom companions.
Step 5: Once all custom companions you want to save are selected, open the "Items" menu, and click "Save as..".
Step 6: Save the data file with whatever name you want, as long as you can find it later.
Step 7: Open up your empty esp (from step 1) in TESAME.
Step 8: In the "Items" menu, click "Insert..".
Step 9: In the window that will pop up, double click on the esd file you saved the NPC data in back in step 6.
Step 10: In the "Mods" menu, click "Save as.."
Step 11: Give your new add-on esp whatever name you like (you should probably not overwrite the empty esp, in case you need to do something like this again, so you can eliminate the first step wink.gif).

Note: In order for your new add-on esp to work properly, it should ALWAYS load after the Partners esp. Other than that, unless Blackie has changed the names of the scripts (I haven't had a chance to take a good look at the new version yet), you shouldn't have to do anything else to make your custom companions work with the new Partners version.

I've done this myself dozens of times, and it's always worked perfectly. Just don't do something silly like delete the old version of Partners until you know your add-on esp is working properly (just in case you mess something up).

By the way, in case you are curious, I deliberately wrote that little step-by-step guide so that it should be useable even by someone who doesn't already know how to use TESAME. biggrin.gif

Hope that helps. smile.gif

This post has been edited by baratheon79: Apr 4 2005, 10:13 PM


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The_Madcap
post Apr 4 2005, 10:30 PM
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Ok. The question still remains...is this compatable with NEVENA'S Twin Lamps & Slavehunters? I read the incompatability part but only Slavehunters mod is listed & there are two of them. I'm only maybe 10 hours into my new game & have freed some slaves...I have yet to notice anything. Does anyone know?

Great mod BTW Blackie. I think that I am going to stay with 2.5 as I have already created a bunch of custom partners (Thank you UQF!) & modified the landscape to work with my other mods. Always excited by your work!

Cheers!


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Karminathevamp
post Apr 4 2005, 11:25 PM
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Holy Moly!!! shocking.gif Thanks Thwhip and Baratheon79. I guess I have my work cut out for a while now. foodndrink.gif


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Pseron Wyrd
post Apr 5 2005, 12:06 AM
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QUOTE(The_Madcap @ Apr 4 2005, 07:10 PM)
Ok. The question still remains...is this compatable with NEVENA'S Twin Lamps & Slavehunters?
*


QUOTE(Arcadion @ Apr 4 2005, 01:33 AM)

Is this Nevena's Twin Lamps and Slave Hunters mod ? And is this new version still conflicting with it ?
*



QUOTE(Blackie @ Apr 4 2005, 02:49 PM)
Yes, there are still conflicts.
*




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Karminathevamp
post Apr 11 2005, 01:56 PM
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QUOTE(ManaUser @ Apr 4 2005, 09:58 PM)
I just noticed something odd, you included anim_dancingGirl.nif in the zip. I guess that was a mistake, right? No biggy though I suppose.
*

Not a mistake at all. Your partner will dance for you if he/she likes you enough. I love to watch my men dance for me and I've changed that anim_dancingGirl.nif to another new dancing animation from RX-31. hubbahubba.gif
dance.gif


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Karminathevamp
post Apr 11 2005, 02:03 PM
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QUOTE(baratheon79 @ Apr 4 2005, 10:08 PM)
The CS won't move your custom companions to the new esp automatically, so you'd have to do it yourself (this is why, with both Partners and Mercenary Pack, I highly recommend creating any new custom companions in a separate add-on esp that would require the base mod in order to function).

If you don't want to have to completely recreate your custom Partners companions, here is a procedure you can follow, by using TESAME to transfer the necessary data to a new esp (note that TESAME is the utility I prefer to use for this kind of thing).

Step 1: Create an empty, Tribunal dependant esp file (load up the CS with just the Morrowind and Tribunal esms selected, and save under whatever name you like). You'll need this later on.
Step 2: Load the old Partners esp file up in TESAME.
Step 3: Find and select the entry for one of your custom companions, by clicking on the entry and then hitting the spacebar (hopefully, you gave them all IDs that you can find easily wink.gif).
Step 4: Repeat step 2 for any other custom companions.
Step 5: Once all custom companions you want to save are selected, open the "Items" menu, and click "Save as..".
Step 6: Save the data file with whatever name you want, as long as you can find it later.
Step 7: Open up your empty esp (from step 1) in TESAME.
Step 8: In the "Items" menu, click "Insert..".
Step 9: In the window that will pop up, double click on the esd file you saved the NPC data in back in step 6.
Step 10: In the "Mods" menu, click "Save as.."
Step 11: Give your new add-on esp whatever name you like (you should probably not overwrite the empty esp, in case you need to do something like this again, so you can eliminate the first step wink.gif).

Note: In order for your new add-on esp to work properly, it should ALWAYS load after the Partners esp. Other than that, unless Blackie has changed the names of the scripts (I haven't had a chance to take a good look at the new version yet), you shouldn't have to do anything else to make your custom companions work with the new Partners version.

I've done this myself dozens of times, and it's always worked perfectly. Just don't do something silly like delete the old version of Partners until you know your add-on esp is working properly (just in case you mess something up).

By the way, in case you are curious, I deliberately wrote that little step-by-step guide so that it should be useable even by someone who doesn't already know how to use TESAME. biggrin.gif

Hope that helps. smile.gif
*

Well, Baratheon79, I wanted to report to you that it worked fine with the transfer of all my companions following your very well done walkthrough above. Thanks very much. fing34.gif But now that I have also added the new NPC replacer from Leeloo, none of my men have heads anymore. rolleyes.gif Damn it! I'll have to reinstall Better Heads I guess. Will let you know what happens. Thanks again for your great help. foodndrink.gif


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"You just can't get enough once you start can you?" Carnithus
Karmina's Facepack v1.1
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Leeloo
post Apr 11 2005, 02:06 PM
Post #34


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Joined: 7-March 05
From: Gilligan's Island



QUOTE(Karminathevamp @ Apr 11 2005, 11:03 AM)
Well, Baratheon79, I wanted to report to you that it worked fine with the transfer of all my companions following your very well done walkthrough above. Thanks very much.  fing34.gif  But now that I have also added the new NPC replacer from Leeloo, none of my men have heads anymore. rolleyes.gif Damn it! I'll have to reinstall Better Heads I guess. Will let you know what happens. Thanks again for your great help.  foodndrink.gif
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Hi Karmina wavey.gif have you tried reinstalling my mod first this could fix the problem.


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Changing Faces NPC Replacer Update, Summit
Changing Faces Add-On, Summit
Croft Manor, Summit
Height and Weight rebalance, Summit
Tapestries adds nearly 100 new tapes, Summit
Shrek's Hovel, Summit
Leeloo's FacePack, Summit
Mayhem head, hair Pack, Summit
Jade Dragon Monastary WIP
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Karminathevamp
post Apr 11 2005, 02:16 PM
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Joined: 4-July 04
From: QC



QUOTE(Leeloo @ Apr 11 2005, 02:06 PM)
Hi Karmina wavey.gif  have you tried reinstalling my mod first this could fix the problem.
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Hey Leeloo! action-smiley-030.gif No, I haven't tried to reinstall your mod but I will try it. I noticed that the other Partners NPCs have all new heads too but (not my own personal ones). Will report later... BTW thanks again for this awesome face replacer. foodndrink.gif


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V****V
"You just can't get enough once you start can you?" Carnithus
Karmina's Facepack v1.1
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princess_stomper
post Apr 11 2005, 04:27 PM
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Joined: 7-November 04



QUOTE(Cjad the Nord @ Apr 4 2005, 11:54 PM)
My relationship with CM's Partners has been pretty love/hate. Love, in that this is the best Companion mod out there because of it's customization, and it's assimilation into normal Morrowind life (Laura Craft still holds a place in my heart as the second-to-none companion). The frustration though, is that I always get wound up on my companions, and having to lumber them around, rather than playing.
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Well, that's why you need so many house mods! You drag a companion to a house of your choice, then leave them there, so you get a warm welcome every time you come home!


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Guys, it's only fan-fiction for computers.
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some dumb guy
post Yesterday, 10:33 PM
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Joined: 24-January 03
From: Just over there



QUOTE(princess_stomper @ Apr 11 2005, 05:27 PM)
Well, that's why you need so many house mods! You drag a companion to a house of your choice, then leave them there, so you get a warm welcome every time you come home!
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Or you could bring them to red mountain which should resault in only one of you coming home.


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Why is it that with each passing day life finds a new way to kick me in the groin?
I remember the 2004 Seyda Neen crab invasion just like it was last year.
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