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vkz89q

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Everything posted by vkz89q

  1. Maybe you fixed this already but gonna give some tips anyway since I had the same problem. Look at Curie for example. Open Quest COMCurie, go to Misc tab and select hello topic. You see, her Hatred hello is first, then "has item for player" and then rest. Reason is because if you put normal hello first, it plays, and it never gets to "has item for player". Also, her hatred is first, so she will never give item if she hates you. You can fix it by moving info topics out and back in, in right order or making all the info groups Random or putting conditions for all. Like give all normal hellos condition "hasitemforplayer == 0". This is how I got mine to work, just make sure "Has item for player" comes before normal hellos. Mine originally looked like this in hello topic: Hatred hello group Love hello group etc .. etc.. HasItemforPlayer group And I simply made it like this: Hatred hello group HasItemforPlayer group and then the rest. Hope you get the idea. If you just put all groups Random it should work too, but your companion will not always give you item unless you do the conversation multiple times(because random). Do the same thing in ComCurieTalk too. (or whatever your companion name is) You said you had conditions tho so maybe it should already work. Sometimes it takes long time before companion has item. Just throwing out ideas. Edit: Easiest way is just to give all other hello groups condition "hasitemforplayer==0".
  2. Okay, so.. I just aggroad Abbot at the wall, my companion aggroed, killed him and said "I won't be party to murder". IT WORKS. I originally had my companion class set as "ZeroSpecialClass" and now "CourserClass" and I did console command "recycleactor" and suddenly it works right. Guess the case is closed. Not sure if class or recycleactor did it, propably recycleactor. Will test a bit more, atleat this thread can help in the future if anyone else has problems. Or maybe it only counts as murder if companion does it, not sure. Edit: Yes, it seems like she comments murders only when SHE does the killing blow. I thought she was supposed to comment my murders, hmm. Edit2: Okay, so after testing. Only way to get the murder trigger right is to do this: I need to take bit over half of my victims HP and then let my companion finish him off. Wtf? If I just oneshot the victim, my companion never comments it but dislikes it. Also if I hit the victim once(doing less than 50% dmg) and let my companion finish him, she never comments it, but dislikes it. I guess I just don't know how murder is supposed to work or something is really messed up.
  3. Hi there. I'm making my first mod and it's going nicely. It's a companion mod pretty much everything works. I used Cait, Nick Valentine, Longfellow and Gage as my guide. I have all companion scripts, companion quests etc that they have. My companion dislikes/likes etc when I do mission certain ways. She knows when I'm stealing and comments it. She can board vertibird and gives comments when I romance her and we sleep together. All her affinity scenes work too. So in short, everything just works expect for one thing. There is a murder event. I can get her to dislike/like murders. But she never ever gives me "murder msg" or murder scene. I tested on clean save, not other mods, go to Diamond City. Take Nick Valentine and murder Abbot, the guy who is painting wall. Nick gives me "murder comment" and it seems to count as murder. Then I did same with my companion, gave her Nick Valentines factions but she never comments or counts it as real murder. Crime works. If i start fighting Diamond City, she will turn against me. LIke she should with those factions. I have double checked everything, my companion quest, scripts, every property on scripts, double checked "companionactorscript". I also tried script that Gage and Longfellow have to "inject"(not sure if right word) themself to companion system. It absolutely makes no difference. Only way I can get my murders count as REAL murders and make my companion give warning about them, is go to actor, select my npc, find "murdertoggle" and take away "CommonMurderToggle_AlwaysOff" and leave it empty. That variable is global const and always at 0. And it says If set, then "if this global == 0, the Companion will ignore murders.". Okay, makes sense that I can't use it. It literally says companions will ignore murders with it if its 0 and it's always 0. BUT, what's confusing me is, that every other companion that reacts to murders has this property. For example Nick Valentine and he DOES react to murders just fine. I'm not sure if leaving that out from my companion is gonna run to problems, like kills that are not murders counting for murders. I'm super confused why murder is the only thing that doesn't work. I'm debugging as I'm making the mod and everything else works but not murder event. Well, it kinda works for dislikes, but she will never make "murder event" comment or count them as murders to play her scene. Her scene works fine, if I just use console to give her "ca_wantstotalkmurder" 1 or 2. I have every script, property, quest etc that other companions have. So, anyone knows WHAT controls "CommonMurderToggle_AlwaysOff" or why is it even used? Without it everything "just works" but I noticed she gives her murder warning way too early. So it's propably gonna mess things up if I leave it out. I have checked every murder event, keyword etc and make sure when I click them and press "Use info", they have same amount and same place uses than Nick Valentine etc. Problem is "CommonMurderToggle_AlwaysOff", it's like other companion companionactorscripts can "control" this variable but mine can't.
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