COMPANION HAS AN EXCLAMATION MARK INSTEAD OF A HEAD!
is a rather common problem. When you unzipped the files, they ended up
inside a folder in your data files section, right? And then you tried to drag
each texture and
mesh manually into their right folders?
This doesn’t always work out as it should.
What you should do instead is this:
a) Create a subfolder on your desktop.
b) Unzip the mod to the sub-folder.
c) Doubleclick on the sub-folder.
Inside, you will find one meshes folder, one textures folder, one icons folder
and an esp-file.
Take the meshes folder and DROP it into your Morrowind datafiles directory. It
will automatically MERGE with your existing meshes folder (which will guarantee
that all meshes ends up at the exactly correct places). You will get a message
concerning this from the computer, say OK.
Now, take the textures folder and DROP it into you Morrowind datafiles
Now, do the same with the Icons folder.
Finally, place the esp-file in your Morrowind datafiles directory.
That's all. You are ready to play your new mod.
don't want my companion to wear armor. How do I keep her/him well protected?
There is a bug in the game engine, so that a
completely unarmored player or npc won't benefit from their unarmored skills -
unless they are wearing one piece of armor. To deal with this, DinkumThinkum
has released an 'Unarmored corrector'-mod, available here.
However, this only works for the player.
For companions, there's a simple solution. If
you want your companion to fight unarmored, just give him/her a wig! A wig is
considered a helmet, so it will be the only armor your companion needs in
order to benefit from his/her unarmored skills and be a lot better protected.
There are many wigs available in the numerous clothing shop mods.
If your companion has an unarmored skill that is
higher than his/her armor skills, he/she might refuse to wear a common wig.
What you have to do then is to open up the mod with the wig in your
construction set. Change the armor rating for the wig to 400. Then, any
companion will wear it!
HAVE UPGRADED TO A NEW VERSION OF MY COMPANION, BUT IT HAS NO NOTICEABLE EFFECT.
can happen if you upgrade your companion in your ongoing game. It’s caused by
the fact that Morrowind sometimes stores an extra NPC-line in your saved game
with data of your companion. What you should do is follow this
step-by-step-instruction (by Fernelf) for cleaning your saved game:
a) MAKE A SAFETY COPY OF YOUR SAVED GAME!!!
b) Place the copy of your savedgame in the Morrowind data files folder. Rename
your saved game from an ess-file to an esp-file (right-click on the save and hit
rename.Exchange the letters ".ess" with ".esp", hit enter).
c) open up TES Construction set, highlight your renamed esp-file and mark it
with "X". Hit the "details"-button (don't load the esp, just
d) In the details-list, look for and highlight a line called “NPC”+the
ID-name of your npc, for instance "NPC-1AA_Morgana". DELETE this line.
Use the "delete"-tab. You will get a question if you really want to
delete the line, say OK to this. If you look in the details list, you will now
see a "|" in front of the NPC-1AA_Morgana-line. This means that you
have successfully deleted the line. Please note: there is also a line called
"NPCC-1AA_Morgana". DON'T touch this line.
e) Close the TES Construction set (do not save or load the esp-file, just close
TES construction set)
f) Go back to your data files folder and find the saved game esp. Right click
and hit rename. Exchange the letters ".esp" with ".ess".
g) place your updated ess-file among your saved games. Now, you are ready to
Please note: this is rare,
but some people may have to do one extra step, as they have problems to revert
their new esp back to an ess. This is how to fix it:
go to “start”
hit my computer
hit view and uncheck the last line "hide file extensions"
now go back and now right click on the esp and hit rename and place the s where
your p was.
I DELETED MY
COMPANION FROM MY ONGOING GAME. NOW I WANT TO ADD HER AGAIN, BUT SHE HAS NO HEAD!!
The reason for this is once
again the “NPC”-line (see above). Clean your saved game – follow the
instructions above – and your companion will get her head back.
WANT TO GIVE MY COMPANION A NEW HEAD/A NEW RACE. HOW CAN I CHANGE THIS?
So, you have seen Elric Melnibone's beautiful Angelina Jolie face
to change Laura Craft into Lara Croft? Or you have decided that Witchgirl
Morgana should be a darkelf? Very well, that's easy to fix. Open up the mod in
the constrution set. To the left, you will see a couple of tabs. One of them is
called "npc". Click here. At the very top of the list, you should find
my companions (I generally use the prefix 11A or 11AA). Let's say that you will
alter Laura. Double-click on the line with her ID-name. That will bring up the
NPC-infobox. Here, you can change her race, her looks and even her name (just DO
NOT change her ID-name). To the very right, you will find a list of heads and
hairs. Just pick your choice and hit the OK button. Her race is listed below her
name, you can change her into anything you want. But, her voice will remain the
same, as it is programmed in the dialog.
If you go to the Vivec-cell where she is (list of cells below the render window,
there's a * at the Vivec cell where she is), you can see her change her
appearance each time you click "OK" on her npc-info-box.
Once she looks as you want her to look, just save the mod.
One thing, though: If you are already using Laura in your game, you will
probably (but not always) have to clean your saved game in order to make the
changes show up ingame (see instructions above). This should only take you a
couple of minutes.
I WANT TO
CREATE MY OWN COMPANION. HOW DO I ADD THE SHARING FUNCTION?
In the companion script,
Set companion to 1
If you want to have your very own companion to tinker on, a good solution should
be to download Grumpy’s excellent “Companion Project”, available here.
This is a companion with the sharing function, a level-up system and the
warping script, but with only a very basic dialog. You can change race, gender,
head, hair to suit your own taste, and you can add all the dialog you want.
I WANT TO
DRESS UP MY COMPANION IN ARMOR AND WHIGS FROM METAL QUEEN BOUTIQUE, BUT SHE
REFUSES TO WEAR WHAT I GIVE TO HER.
Hehe, you have
probably choosen Morgana de Hex as your companion. Yes, she is incredibly
stubborn, and she will only wear the very best armor. The reason is that her
unarmored skill is much higher than her armor skills. Therefore, she is better
protected without armor than with armor. Whigs are concerned as “light armor”
with very little protection. Therefore, she won’t use whigs, either.
What you can do is this: Open up witchgirl mod in TESCS. Go to the npc-tab.
Double-click on Morgana. To the left, you will find all her skills. Lower her
unarmored skill and raise her armor skills so that they are higher than her
If you are already using Morgana in your ongoing game, you might have to clean
the saved game, following the instructions above, in order to update her skills.
HAS A TELEPATHY RING, BUT IT DOESN’T WORK ANYMORE.
Answer: You have left your
companion behind for more than 72 game hours, which causes the infamous Bethesda
original 72-hours-bug to execute. The game has now “forgotten” that your
companion exists. As soon as you meet your companions again, the telepathy ring
will “remember” them and function properly again. As for my newer mods
(which includes the telepathy rings), there’s always a backup-solution to
bring your companion back if you have lost track of him/her. Laura has given you
an extra teleport ring, and in the Witchgirl
Adventure, Morgana’s grandpa can
HAS NO TELEPORT OPTIONS.
There exists a few mods that will still allow
you to fast travel with your companion all over Morrowind, Solstheim and
Mournhold. The very best solution is to use CdCooley's
which is now available in two versions; you can use it with or without MWSE
Script Extender. A somewhat outdated alternative is my VTA Travel Agency will make it possible for
you to summon a travel agent who will take you and your companions to 32
HAVE TELEPORTED MY COMPANION AND NOW HE REFUSES TO FOLLOW ME.
Sometimes, it happens that companions act odd
after teleporting; they start shaking and won't follow. It's generally triggered
by that you have either started to teleport yourself or started to teleport
another companion before the companion has actually left the area.
There is a well working "cure" for this:
Ingame, open the console and click on the companion so that his ID-name shows up
at the top of the console. Type:
This will most likely be enough - your companion won't attack you, just
start to behave normal again. Should your companion actually attack you, just
call up the console again and type:
ARE THERE ANY
OTHER GOOD COMPANION MODS AROUND?
Answer: Yes, of course!
In fact, there are nowadays
so many that I cannot keep track of them all.
My suggestion is to check out Telesphoros'
List o' Mods.