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Custom companion to be stimmed and draw weapon


trumex

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I already know the tags are "TeammateReadyWeapon_DO" and "playerCanStimpack" as those are posted everywhere, the issue is that no one ever says where to put them and even though every time some post the commands there are people asking where its never answered. do i put them in the quest scripts tab? whats the syntax? does it reference anything? who knows not me though.

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If you use the vanilla companion system, then:

 

TeammateReadyWeapon_DO: you don't need to put this keyword to anywhere, it's in Followers (quest) >> Companion (quest alias) >> Alias keywords.

 

PlayerCanStimpak: it's a property of the CompanionActorScript. This script handles this keyword. All vanilla companions have this script.

Edited by LarannKiar
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If you use the vanilla companion system, then:

 

TeammateReadyWeapon_DO: you don't need to put this keyword to anywhere, it's in Followers (quest) >> Companion (quest alias) >> Alias keywords.

 

PlayerCanStimpak: it's a property of the CompanionActorScript. This script handles this keyword. All vanilla companions have this script.

i followed seddons video thats always posted here so i dont think it counts as a vanilla companions. also i have no idea where companionactorscript is, ive seen it posted a few times and couldnt find it, so i just figured it means the scripts tabs of the companion quest

Edited by trumex
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As far as I remember, Seddon made a "temporary follower" in one of his tutorial videos. That's not a "companion" indeed.

 

In this case, you need to manually add and remove those keywords in your script (so in the script that you've made by following the tutorial).

Keyword Property TeammateReadyWeapon_DO Auto Const  ;Fill these two script properies with the FormIDs of the keywords. To do this: Open Properties >> Auto-fill all >> OK
Keyword Property PlayerCanStimpak Auto Const

Actor Property YourCompanionActor Auto Const        ;Fill this property with your follower's FormID

;*** To add keywords.
YourCompanionActor.AddKeyword(TeammateReadyWeapon_DO)    ;The keywords should be added to your follower when the FollowPlayer package activates (so when your follower actually follows you and can be commanded by you)
YourCompanionActor.AddKeyword(PlayerCanStimpak)

;*** To remove keywords.
YourCompanionActor.RemoveKeyword(TeammateReadyWeapon_DO) ;Remove these keywords when you dismiss them (so when the FollowPlayer package deactivates)
YourCompanionActor.RemoveKeyword(PlayerCanStimpak)
Edited by LarannKiar
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As far as I remember, Seddon made a "temporary follower" in one of his tutorial videos. That's not a "companion" indeed.

 

In this case, you need to manually add and remove those keywords in your script (so in the script that you've made by following the tutorial).

Keyword Property TeammateReadyWeapon_DO Auto Const  ;Fill these two script properies with the FormIDs of the keywords. To do this: Open Properties >> Auto-fill all >> OK
Keyword Property PlayerCanStimpak Auto Const

Actor Property YourCompanionActor Auto Const        ;Fill this property with your follower's FormID

;*** To add keywords.
YourCompanionActor.AddKeyword(TeammateReadyWeapon_DO)    ;The keywords should be added to your follower when the FollowPlayer package activates (so when your follower actually follows you and can be commanded by you)
YourCompanionActor.AddKeyword(PlayerCanStimpak)

;*** To remove keywords.
YourCompanionActor.RemoveKeyword(TeammateReadyWeapon_DO) ;Remove these keywords when you dismiss them (so when the FollowPlayer package deactivates)
YourCompanionActor.RemoveKeyword(PlayerCanStimpak)

i have no idea if its temp or not, has almost all the features a normal companion would have, beyond the two i listed, like commanding and trading aswell as having normal companion dialog. also now im getting the error "Variable PlayerCanStimpack is undefined". before you ask i changed the "your companion actor" part to match the rest of the script so that its using the right reference. aswell as auto filling the formids

Edited by trumex
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This is the tutorial you've followed?

 

The AddKeyword lines should be in the function HireCompanion(), the RemoveKeyword lines in the FireCompanion().

 

"Variable PlayerCanStimpack is undefined" means you mistyped the line. It's PlayerCanStimpak (not Stimpack).

Edited by LarannKiar
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This is the tutorial you've followed?

 

The AddKeyword lines should be in the function HireCompanion(), the RemoveKeyword lines in the FireCompanion().

 

"Variable PlayerCanStimpack is undefined" means you mistyped the line. It's PlayerCanStimpak (not Stimpack).

yeah i got all that, putting together add when hiring and remove when firing isnt hard. however i did miss-spell stimpak (but on on the remove not of the add, so how i managed that i dont know) so i appreciate you making sure i knew where to put it, if there was more of that care i wouldnt been in this mess in the first place.

 

also yeah thats the one, every other one i watched seemed like just a more cut down version with even less features. well let me test out this and see if it works and ill update accordingly

 

Update: everything is filled in nicely and there were no errors on save, still cant stimpak them and they wont pull out weapons. if you have a better way of making companions ill gladly take it as this way is so scuffed

Edited by trumex
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As far as I remember, Seddon made a "temporary follower" in one of his tutorial videos. That's not a "companion" indeed.

 

In this case, you need to manually add and remove those keywords in your script (so in the script that you've made by following the tutorial).

Keyword Property TeammateReadyWeapon_DO Auto Const  ;Fill these two script properies with the FormIDs of the keywords. To do this: Open Properties >> Auto-fill all >> OK
Keyword Property PlayerCanStimpak Auto Const

Actor Property YourCompanionActor Auto Const        ;Fill this property with your follower's FormID

;*** To add keywords.
YourCompanionActor.AddKeyword(TeammateReadyWeapon_DO)    ;The keywords should be added to your follower when the FollowPlayer package activates (so when your follower actually follows you and can be commanded by you)
YourCompanionActor.AddKeyword(PlayerCanStimpak)

;*** To remove keywords.
YourCompanionActor.RemoveKeyword(TeammateReadyWeapon_DO) ;Remove these keywords when you dismiss them (so when the FollowPlayer package deactivates)
YourCompanionActor.RemoveKeyword(PlayerCanStimpak)

i have no idea if its temp or not, has almost all the features a normal companion would have, beyond the two i listed, like commanding and trading aswell as having normal companion dialog.

 

 

 

 

Though it's perfect for a first time companion mod, a commandable NPC is very limited. Unfortunately, they can't:

 

- board Vertibirds: requres extending the vertibird handler (called VFT) quest

 

- become Settlers: requires the WorkshopNPCScript

 

- be romanced: since it's handled by the FollowersScript

 

Of course it's possible to add all features to them, but that requires a much longer script..

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As far as I remember, Seddon made a "temporary follower" in one of his tutorial videos. That's not a "companion" indeed.

 

In this case, you need to manually add and remove those keywords in your script (so in the script that you've made by following the tutorial).

Keyword Property TeammateReadyWeapon_DO Auto Const  ;Fill these two script properies with the FormIDs of the keywords. To do this: Open Properties >> Auto-fill all >> OK
Keyword Property PlayerCanStimpak Auto Const

Actor Property YourCompanionActor Auto Const        ;Fill this property with your follower's FormID

;*** To add keywords.
YourCompanionActor.AddKeyword(TeammateReadyWeapon_DO)    ;The keywords should be added to your follower when the FollowPlayer package activates (so when your follower actually follows you and can be commanded by you)
YourCompanionActor.AddKeyword(PlayerCanStimpak)

;*** To remove keywords.
YourCompanionActor.RemoveKeyword(TeammateReadyWeapon_DO) ;Remove these keywords when you dismiss them (so when the FollowPlayer package deactivates)
YourCompanionActor.RemoveKeyword(PlayerCanStimpak)

i have no idea if its temp or not, has almost all the features a normal companion would have, beyond the two i listed, like commanding and trading aswell as having normal companion dialog.

 

 

 

 

Though it's perfect for a first time companion mod, a commandable NPC is very limited. Unfortunately, they can't:

 

- board Vertibirds: requres extending the vertibird handler (called VFT) quest

 

- become Settlers: requires the WorkshopNPCScript

 

- be romanced: since it's handled by the FollowersScript

 

Of course it's possible to add all features to them, but that requires a much longer script..

 

if you have a better guide at making followers please link it. this s#*! has me running around in circle when i feel like there is a easier way to do this.

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Update: everything is filled in nicely and there were no errors on save, still cant stimpak them and they wont pull out weapons. if you have a better way of making companions ill gladly take it as this way is so scuffed

 

Ask them to follow you, then:

 

1. open the console and click on them. You should see their RefID now.

 

2. Type "HasKeyword AD52A" (it's the FormID of PlayerCanStimpak). You should see: HasKeyword >> 1 (so they have this keyword)

 

3. Type "HasKeyword 1D03E1" (it's the FormID of TeammateReadyWeapon_DO). You should see: HasKeyword >> 1.

 

If they don't have one these keywords, then the script properties haven't been filled.

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