Jump to content

Custom companion to be stimmed and draw weapon


trumex

Recommended Posts

 

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.

 

Seddon's tutorial is pretty clear and easy to follow, though it only covers the basics.

 

You can create a normal companion instead of a commandable NPC, but in this case you can't have more than one companion at the same time.

 

1. To pick up a companion: see a vanilla companion quest (like COMMacCready, FormID: BBD9C), stage 80.

 

2. To dismiss: see stage 90.

 

3. Add these scripts to your actor (see CompanionMacCready, FormID: 2740E)

 

- CompanionActorScript (click Auto-fill all, no need fill all properties..)

 

- CompanionPowerArmorKeywordScript (see the MacCready's script properties)

 

- WorkshopNPCScript (Auto-fill all)

 

- TeleportActorScript (see the MacCready's script properties)

Link to comment
Share on other sites

 

 

 

Seddon's tutorial is pretty clear and easy to follow, though it only covers the basics.

for what it does its great, was easy to do, thought i wouldnt be bothered by not stiming or having their weapon out, but no it bothers me greatly. so now i get to do this the long way.

Link to comment
Share on other sites

its saying that they dont have the keyword so i checked again in the CK and its still saying they are filled in "PlayerCanStimpak (000AD52A)"

 

For debugging purposes, you can call quest script functions in the console:

 

CQF YourCompanionQuestName HireCompanion

 

CQF: short for call quest function

 

YourCompanionQuestName: your quest's name

 

HireCompanion: script function's name

 

 

You can also add keywords to actors using the console:

 

CompanionRefID.AddKeyword KeywordFormID

 

CompanionRefID: this is what you see when you click on an actor in the console

 

KeywordFormID: AD52A or 1D03E1.

 

Note that you can't remove keywords in the console.. RemoveKeyword console function doesn't extist.

Link to comment
Share on other sites

so macCreadys stage 80 only has "FollowersScript.GetScript().SetCompanion(Alias_MacCready.GetActorReference())" so i copied that to my companions (i made a new blank slate one just for testing purposes) and changed it to match my comp alias and its getting a "undefined" error, i made sure there werent spelling errors this time, so i have no idea what is undefined this time.

 

Update: finally got it figured out, had to click properties and auto fill the alias, didnt know that so putting it here incase anyone ever uses this. now i just need to figure out of to make them set the stage.

Edited by trumex
Link to comment
Share on other sites

now i just need to figure out of to make them set the stage.

 

Make sure the "Allow Repeated Stages" checkbox is checked (Quest data tab). Open your NPC's dialogue line (the one that they say when they agree to travel with you). The "Topic Info" window should pop up. Click on "Set parent quest stage" and choose stage 80 from the dropdown menu.

Link to comment
Share on other sites

 

Make sure the "Allow Repeated Stages" checkbox is checked (Quest data tab).

 

Alright got it, although i still cant stim them while they are down everything else works, like being a settler and everything. so i am not sure whats up with that. but beyond that one issue it works great, literally no issues.

 

Edit: figured it out, it didnt add it when i auto filled the CompanionActorScript so i had to go in and add it to the "keywordsToAddWhileCurrentCompanion"

 

Edit2: added it to the CompanionActionScript like i said and it still wont work so no idea whats up with that. guess they just wont be stimmable.

Edited by trumex
Link to comment
Share on other sites

You can try adding the PlayerCanStimpak keyword to the actor (open actor >>> Keywords tab). Did you try the console command I wrote above?

 

There are a lot of ways to add this keyword to an NPC, I don’t know why your companion still declines that Stimpak..

Link to comment
Share on other sites

ok got the stimpak thing working, how i got it to work i dont know, but now it does.

 

i was trying not to make it something the end user wouldn't have to do, but would come with the mod.

 

Thanks for all the help my man i couldnt have done it without you.

Edited by trumex
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...