cscottydont Posted March 13, 2009 Share Posted March 13, 2009 so I'm adding a follow package to some feral ghouls through a script (I know the script isn't the issue because I get the same problem when I add the package via the console) the ghouls in question follow normally until it comes time to go through a cell change door (interior ->interior, interior -> exterior, exterior ->interior)when I re-enter the ghoul's cell they are just standing around the door with their AI package still intact (they still follow me around their original cell) but if I exit the cell again they still won't follow I know it isn't a problem with the package because I've added it to super mutants and npcs and they work like normal followers I also know that the feral ghouls in question have their "can't open doors" checkbox unchecked so that isn't the problem WTF? Link to comment Share on other sites More sharing options...
nosisab Posted March 13, 2009 Share Posted March 13, 2009 so I'm adding a follow package to some feral ghouls through a script (I know the script isn't the issue because I get the same problem when I add the package via the console) the ghouls in question follow normally until it comes time to go through a cell change door (interior ->interior, interior -> exterior, exterior ->interior)when I re-enter the ghoul's cell they are just standing around the door with their AI package still intact (they still follow me around their original cell) but if I exit the cell again they still won't follow I know it isn't a problem with the package because I've added it to super mutants and npcs and they work like normal followers I also know that the feral ghouls in question have their "can't open doors" checkbox unchecked so that isn't the problem WTF?Take this answer only as supposition since I don't know for sure what the mod in question does. But really the foes aren't supposed to follow through cells change albeit they could open a normal door you crossed and closed. For the cell change I understand the ones that implies loading the area. PS: Note than a Cell Change door isn't a 'door' in the common sense, indeed it is more like a teleporter. For them standing around the door, it's understandable too, since it was the last thing their AI was doing and will do until a new AI package take place. To do what you want you need to set markers and use MoveTo function (you can use the own player as the marker). PS2: I was understanding them persecuting, not following... well, I'm a bit at lost here since you said the package worked with Super-mutants and NPCs (and the only difference I see from where I stand is the laters are from 'races' that already could follow the player. And even Charon is not a feral). Link to comment Share on other sites More sharing options...
cscottydont Posted March 13, 2009 Author Share Posted March 13, 2009 yeah I know which is why I think this might be something thats hard codedfrom testing it appears all super mutant followers can pass through them (which I suspected would be the case since Fawkes can)it also appears that no versions of feral ghoul can (normal ferals, roamers, and glowing ones)I haven't tested it on any more creature types yet but I'd suspect that dogs can also pass through them (Dogmeat) I do have a workaround in mind that should work *cross fingers*but it just seems ridiculous that such a radical approach would be needed for something so insanely simple Link to comment Share on other sites More sharing options...
nosisab Posted March 13, 2009 Share Posted March 13, 2009 yeah I know which is why I think this might be something thats hard codedfrom testing it appears all super mutant followers can pass through them (which I suspected would be the case since Fawkes can)it also appears that no versions of feral ghoul can (normal ferals, roamers, and glowing ones)I haven't tested it on any more creature types yet but I'd suspect that dogs can also pass through them (Dogmeat) I do have a workaround in mind that should work *cross fingers*but it just seems ridiculous that such a radical approach would be needed for something so insanely simpleIf that is the case, Fallout modders are lucky... At TES IV Oblivion the companions mods have to deal with that moveto thing, don't matter the follower type. Remember than fast travel may pose a problem too. Indeed, any kind of teleportation will do. Automation may cause issues where companions were not supposed to go, think about this too. Link to comment Share on other sites More sharing options...
cscottydont Posted March 13, 2009 Author Share Posted March 13, 2009 If that is the case, Fallout modders are lucky... At TES IV Oblivion the companions mods have to deal with that moveto thing, don't matter the follower type. Remember than fast travel may pose a problem too. Indeed, any kind of teleportation will do. Automation may cause issues where companions were not supposed to go, think about this too. the workaround I'm tinkering with should accommodate fast travel alsoalthough the quest related teleportations (raven rock, OA) will be a pain I'll probably just kill the followers in those cases to avoid hassle Link to comment Share on other sites More sharing options...
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