Grumpy's original ReadMe for Beryl:
mod uses a slightly modified version of the "Companion Project
to your Data Files Folder and enable the.esp file.
See following explanation.
anyone in Seyda Neen about "someone in particular" to get
her to show up.
will give you a short intro, and then off you go.
Dialog poor to say the least (Hey!
At least I did a little this time...).
In my attempts at companion creation, I tend to stay within the
boundries established by other games.
"Baulder's Gate 2" made some attempt at it (as
opposed to BG1), and that was enhanced a bit more when "Neverwinter
Nights" came out, but for the most part, most games don't have a
great deal of interaction with companions.
starts as a level seven guard, assigned to protect you.
Typical companion Dialog...
you will find a few options for determining how the companion will
comport themselves during combat:
will only use melee weapons.
will only use ranged weapons.
what I use: This
is a script function and will cause the companion to mimic the
player's actions during combat. For
example, I generally start combat with a ranged weapon, and then
switch to melee as the creature/NPC gets closer.
If you select this option, companion will mimic that behavior,
even in the middle of combat.
what you wish: This
mearly places the marksman skill to a more normal number (as opposed
to the above... in melee mode marksman is set to 0 to force the
companion to use only melee weapons, and in marksman mode marksman is
set to a high number to force the companion to use marksman...
"Use What I use" makes these adjustments on the
fly...). At that point,
she will revert to the game's own AI for determination of what weapon
she will use. Generally winds up being the best she has in inventory at the
advised that she must have the appropriate weapons in inventory for
these selections to work correctly.
this section I have included only a couple of options:
better take a health potion Beryl..."
function allows you to force the companion to take a healing potion if
she has any in inventory. She
will tell you if she doesn't Her
health has to be below 80% for this to work.
If it's above 80% she will tell you that she feels fine. If it's below 80% and she has appropriate health potions in
inventory, she will take one and a new health % will be reported to
only works with standard in-game potions...
are your current skills?" This
is just a simple report of her current skill progression.
Due to the auto-leveling I incorporate in this mod, you cannot
affect these numbers. They
are just there because people want them there... :D
follow commands for the companion.
note here though: If you
levitate with this companion and have her wait at some point during
that levitation sequence, be advised that she will stop right where
she's at. What this
implies is that if you leave her and loose your method of levitaion
(potion or spell runs out), you better hope she is low enough to the
ground so that you can open dialog with her issue a follow command
should wander correctly while levitating, but I wouldn't advise that.
On to the meat of the thing...
only works with standard, quality and exclusive health potions.
Cheap ones aren't going to do you much good anyway.
has created a readme for his script.
It's included with this mod, so please read it.
His explanation will be much more concise than mine.
a big "tip of the hat" to him for this.
Some excellent stuff here.
Almsivi Intervention, Divine
Intervention and recall:
this does is move the companion, automatically, with the player, but
only to exteriors (neat work-around for that that I'll get to in a
other words, you're in a heated battle and decide to use an Almsivi
Intervention scroll/spell to extricate yourself.
When you hit the marker, companion will be right alongside of
you. You do nothing.
Happens automatically. Same
for Divine Intervention and recall.
about recall is that you cannot script for every interior cell in the
game. Exterior is on one
big coordinate grid, so you can do it there, but interiors have their
own coordinate grid system and the functions used for this type of
operation do not allow definition of a particular cell.
the trick is this: Companion
will not recall to an interior, but as long as she's in follow mode,
she will recall to an exterior. If
she is in follow mode (she HAS to be in follow mode when you recall
for this to work) and you recall to an interior, all you need to do at
that point is walk outside and she will appear.
Once that's done, go back inside and continue your exploring...
has to be in follow mode for this to work. But, I have also included a
ring so you can recall her if she is not in follow mode. She will give
it to you when you first meet her.
In order to get this to work correctly, I had to kind of
inadvertantly fix the problem with companions levitating through
doors. If you haven't
seen this, generally what happens is that they will not appear at all
on the other side, or they will appear, but upwards of 15 or 20
seconds later. BUT!
Be advised... This
still doesn't work 100%. In
the first of two consecutive tests, she made it through the same door
five of six times. The sixth, she got blown out of the game.
On the second run-through she made it all six times, so what
I'm telling you is that it's probably NOT a good idea to do this.
At the very least, save your game before you do.
Given that it worked back-to-back 11 out of 12 times, it may be
stable enough for normal gameplay, but I'm not going to guarantee it.
I could do with this due to script function limitations, but I see
that "cdcooley" is working on a version of this using MWSE (Morrowind
Script Extender) that should resolve these issues.
I wish him luck.
Auto-healing if diseased:
happens for the player also. If
you are diseased, she will detect it when you open dialog with her and
then she will cure you as well. I
hee-hawed around about this, but I figured if I was going to do it for
her I might as well allow it for the player as well.
Keeps you from having to carry around a few extra potions is
happens here is that if you get very close to the companion, they will
go into AIWander mode for a brief time.
It happens quickly, and they will just as quickly revert to
following you. The caveat
is that if they are in this AIWander mode and you activate any kind of
teleport device (door, siltstrider, etc.) they will not follow you.
All you need to do is return from whence you came and they will
be waiting for you. This
happens a few times, and you'll get into the swing of it.
Just make sure they are stationary before you use any kind of
teleport device. As a
rule they are following, so this has no effect unless you get close
enough to them. You run
up a siltstrider platform and start dialog with the operator and port,
and all will be fine. You
will usually have problems if you do a couple of 360's and bump the
companion at some point, moving them into this AiWander mode and then
immidiately activate the siltstrider operator.
Like I said: You leave them a few times and you'll figure it out.
Being auto, it requires no dialog.
Faster... So if
they're in your way, just bump them out of your way.
Sometimes if they have a shield equipped, you won't be able to
get close enough to activate this.
Just bump her from a different angle.
does start out as a level 7 character though.
She will begin leveling once you have reached that level, or if
you are already above that, she will automatically adjust to your
current level and begin adjusting from there.
to thank Emma for the head re-skin.
Pretty good looker here...
many. I can't even think of all the little gems of modding wisdom
I've picked up from the forums.
of course Bethesda for such a great game...
on people... :)
I am retiring from modding, Emma will take care of inquiries and
support for all of my mods.
can reach her at the following addresses:
You are welcome to discuss and ask questions about this mod in my forum.
GRUMPY'S README FOR VER 1.0 of Beryl