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Using Companion Scripts


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Hi all

 

I'm trying to use Grumpy's companion script on one of my followers (a normal NPC who I've made my follower using the "follow me" mod) in the game. I've copied the script and put it under her NPC data, but it doesn't work. I even tried editing her NPC data in one of the companion mods (Lulu the Pack Guar) I was using, to make her use the same script Lulu was using, but again, it didn't work. She still doesn't teleport to me when we are too far apart, nor does she levitate when I do. Is it because she has already spawned as a NPC, and as such will not recognise any modifications done to her base NPC data? If that is so, is there any way to make her use the companion script other than starting a new game? I've tried disable/enable, sethealth 0/resurrect, and ResetActors, but none of them make her use the companion script. I'm hoping I wouldn't have to spawn a new copy of her using placeatme (assuming that even works).

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I think that NPCs are stored in your save game, and the save game wouldn't have the attached script. I think it's to record their disposition etc.

 

You could try resting for 72 hours and then going to see the NPC. Various bits of game data get removed after 72 hours, NPC data in your save game might be one of them.

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Thanks for the advice. It didn't work. Even spawning a new version of the NPC using placeatme didn't work. I guess it's impossible to edit an existing NPC, and the only option would be to make a unique copy of her complete with scripts and disable the original.

 

It's quite disappointing as I loved adventuring around, calming and persuading bandits, madrigashes and their like to join me. I guess I'd either have to assign companion scripts to every NPC I think I might want to recruit, then start a new game with that mod active. Or just manually use PositionCell every time I lose someone... :( It's just such a hassle having to key in such a long command, and for some reason it won't work with NPCs which have two words in their names - I keep getting a "mismatch" error message for, say "Eydis Fire-Eye". If it's a single word name such as "Galdiir" then it's fine. It means a lot of manual searching for a lost NPC just to click them and positioncell them.

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Maybe Casey Tucker's NPC Functionality would be more what you're after. He doesn't mention Grumpy's scripts though.

 

The NPC's ID (which is what you need for console commands) can be different to their name. IIRC, bring up the console and click on the NPC. The title bar should show the ID (IIRC).

Edited by Dragon32
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Thanks for the link. That looks like a very fun mod, but it kind of replaces the "follow me" mod rather than provides the teleporting functionality which I need because I keep losing my followers when I move too quickly, and especially when I jump or levitate. Companion scripts allow companions to teleport to you once a certain distance is reached, and gain levitation when you're levitation, and what not. I guess I will try making a copy of the NPCs I want, and use the console to disable the originals and place in the new copies, but somehow it doesn't feel right using any but the original NPCs... :)

 

Yeah, clicking on the NPCs works, but when they're already missing it becomes a chore to locate them using getpos and then slowly navigating around. I just don't understand why using those quotes keep returning an error. The single-name NPCs work because you don't need quotes for them.

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Hi all

 

I'm trying to use Grumpy's companion script on one of my followers (a normal NPC who I've made my follower using the "follow me" mod) in the game. I've copied the script and put it under her NPC data, but it doesn't work. .

Have you checked the script in MWEdit?

 

MWEdit is a tool, essential for mods with scripts. abot has a lot of modding stuff on his site.

 

http://abitoftaste.altervista.org/morrowind/index.php?option=content&task=view&id=54&catid=45&Itemid=10&-Morrowind-modding-for-smarties-part-4-MWEdit-MWSE-MSC-Mash-Notepad

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