Post 2 edited. The creature must be placed in the world before adding the script, especially the updated one.
This tutorial is also posted elsewhere but this is the only forum I regularly visit and post in these days, so I'm putting it here for anyone who is interested.
HOWEVER: PLEASE DO NOT POST THIS TUTORIAL ANYWHERE ELSE WITHOUT ASKING ME FIRST.This was written before the recent scripts update so I'll post the new script with the sneak function and added summon spell at the end of the tutorial in a separate post. Then you can choose which you want to use.
I have to cut the tutorial in several posts. It's too big for one post.
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.
CREDITS: 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 the creature Essential. Jumonji helped me to do this when I created my Sher Ja Mountain Lion Companion.
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=14192Sher Ja - Mountain Lion Companion by Maigrets
http://www.tesnexus.com/downloads/file.php?id=18063
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. For example, if you resist arrest for a crime, it will attack guards. It will NOT be aggressive to friends or yourself and is player owned. 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 Stay mode it will wander the area where you left it and will defend itself if necessary.
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 is added to your inventory when you load your game with the mod active. 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.
In a separate topic in this section is a list of all the Construction Set Commands.
Sher Ja - Mountain Lion Companion was my first mod and I made 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.
FIRST STEPS:This tutorial will create a lion companion, but can be used for any creature.
It's a good idea to name all References and ID's with a prefix. For example - JJMyLion. It's preferable to not use numerals, especially 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 it's 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 that in)etc. 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. Always leave Personality at 20 or below 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.
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 the 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.
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.
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.