Known problem - see https://bugs.openmw.org/issues/3550Darklocq wrote:Further testing notes:
I was able to use Ingred from Domehome, to an extent, but after most every combat she goes into "fighting nothing" mode. E.g., will fire all her arrows, hundreds of them, at an invisible enemy in the ground. Doing a Calm Humanoid on her, then dialoguing with her scripts (follow, stay, etc.) seems to take her out of this fight response. Her ring works as expected, and does does not flip out and go into fight mode when summoned by it, while the rest of the Domehome staff do, at least if there's another of the NPCs in the area. Different rings (Staff Ring versus Ingred's Ring).
Same behaviour in vanilla Morrowind - consider her to be forgetful, so you need to remind her of the combat settings frequently. Playing as a breton helps somewhat, it cuts the damage you take.Witchgirl Morgana seems to be working in these regards (no combat problems so far, though there's no ring, or at least not yet). But she's very dangerous, and isn't working in some ways. Most notably, her option to not summon atronachs doesn't work. She summons one just to fight a Kwama Forager, and it has killed me several times by accident. I've learned to work around it, but don't use her much. Mostly just to distract Gaenor with summons while I hit him from behind.
Haven't tried Constance yet - a quick check using verify in the construction set shows several script errors - mostly wrong syntax by Emma in removing spells. Probably not critical to play.Thief Constance exhibited the fight problem, but this was in proximity to others; need to test her alone.
Never tried it - thanks for the warning. Probably worth posting a separate warning/report for that mod.Basically, all companions freaked out eventually in proximity to Abot's Guar (the rideable one), which is badly malfunctional, and runs through the ground into the water table. It also monkeys with NPC companion dialog, and adds guar-riding stuff to them. So, don't try that mod with OpenMW.
Good to knowWolf Companion and Dog Companions seem to work fine. I've used the wolf a lot, but the dog's barking is too loud for me.
Haven't looked at this mod (yet). What errors are thrown up by "verify" in the cs?Companionable Cats: Only the kittens are available. Can't add the adult cats even with the console. Just get a "thwack" sound, like they've fallen from a great distance, but they do not visually appear.
Jasmine's author was Jac. Haven't played that mod recently, though I think I contributed to the early testing long ago.Someone else's Jasmine companion, based ultimately on the same Emma/Grumpy script package but customized a lot, was working fine, until her quest scripting kicked in at player Reputation 3, and she broke after trying to give me a telepathy ring (still broken after I added it via the console).
Again, would be useful to know what errors are thrown up by "verify".
The Emma/Grumpy pack donkeys and pack guars are not working for me; they are non-responsive when you buy them; same goes for Pack Animal Merchant by Baratheon79, which seems to be the same basic scripting. The guars and rats added by Balmora Expansion work fine, as do the Bethesda Mournhold rats.
Sounds like a script problem, but I don't see any errors from "verify". Further investigation needed. Any errors in the log?
My own experience is more positive - provided you use the current daily version (thus getting the recent fix to the same name journal entry" problem) and rename one script. Without them, she is severely broken.Laura always goes into sleep-awake-sleep-awake cycle, after I interacted with her last time. Even before this should would not follow. Respawning her does not help. I just left her at her house. She even does the sleep loop if you use her ring to get her to go to Vivec.
Inappropriate combat is a known problem - see bug 3550The only companions I have zero problems with, other than the usual obstacle-navigation issues, and sticking arrows in my back, and getting in the way of mine, are the Bethesda Mournhold mercenary guy Calvus Horatius, the above-mentioned pack rats, the BE pack guars, and Dawn, who is definitely derived from Grumpy's Companion Project (and includes its readme), and is very simple. Curiously, Grumpy's own originals didn't work in OpenMW when I tried them.
My general conclusion is that the scripting of the Dawn companion, though simple, is very robust and resistant to error, both combat- and movement-related. If I were to create a new companion mod, I'd start with that code, though Jasmine's levitation is better (you have to turn Dawn's off manually). The bulk of the companion problems seem to be engaging in inappropriate combat (often with nothing, but also often with the PC and his/her other followers), and also custom scripting that eventually breaks (quests, special items, teleportation/meetup, sleeping, etc.).
Other problems need testing individually to diagnose the causes.
Thanks for the extensive testing and report.
Now that Emma is a visitor here, perhaps some of the problems can be fixed.