Yossarian22 Posted April 25, 2009 Share Posted April 25, 2009 Ok here is what I did in GTS: Add a Dialogue Line for him: Turn essential on: Result script: Setessential (Put Dogmeat Base ID here) 1 Turn essential off: Setessential (Put Dogmeat Base ID here) 0 --- Like that you can change his Status everytime you want.You can do that with every NPC ingame as long as you know his Base ID.Sadly it dont work good with only Referances. Link to comment Share on other sites More sharing options...
TGBlank Posted April 25, 2009 Share Posted April 25, 2009 What i suggested was actually doing it through console. Tho the dialogue option is also good. Your former idea of editing the quests so he remains essential is all nice and dandy as long as you hadn't recruited him. Once you had, the modified code won't run, and the dog would remain mortal. Link to comment Share on other sites More sharing options...
BadPenney Posted April 25, 2009 Share Posted April 25, 2009 Can you just... prid dogmeat's id and setessential 1 him?. Would doing that stop the essential flag from being removed again by game scripts? scn FFEU255RaiderSCRIPT BEGIN OnDeath set FFEUniqueA.enc255deadCount to FFEUniqueA.enc255deadCount - 1 if FFEUniqueA.enc255deadCount <= 0 set FFEUniqueA.enc255deadCount to -1 ;SetEssential FFEU255Dogmeat 0 DogmeatREF.evp endifEND Link to comment Share on other sites More sharing options...
bcaton Posted May 15, 2009 Share Posted May 15, 2009 I like your idea. Maybe Dogmeat could be knocked out for an hour or longer game time if he dies? This idea could be transferred to other companions too; essential makes them act on god mode, whereas "alive but unconscious" is closer to the traditional RPG where you can resurrect party members. Just say you are using nanites and other technobabble instead of a spell! Having the companion warp to your location after the hour might be good too as they can get stuck or lost. Link to comment Share on other sites More sharing options...
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