PuceMooose Posted May 14, 2009 Share Posted May 14, 2009 My current mod in progress involves a section where it is imperative that the player is alone (for purposes of storyline continuity and pathfinding). Is there a script command to tell all of the player's followers to 'go home'? If not, is there a way I can determine (probably through some sort of trigger) whether or not a player currently has followers/companions? Thanks. Link to comment Share on other sites More sharing options...
Holty07 Posted May 14, 2009 Share Posted May 14, 2009 Depending on other mods the variable to check if the player has followers is Followers.PlayerHasFollower. When set to 1 it means the player has a follower. Of course mods that let you have more than one follower may change this fact. Link to comment Share on other sites More sharing options...
Deleted1084753User Posted May 14, 2009 Share Posted May 14, 2009 Copied this from Jessi companion as it was the first thing that came to hand: ; Keep her out of Vault 87 - Fawkes will crash if not. if ( player.getincell Vault87c && GetQuestRunning MQ08 && JessiHired == 1 ) set JessiHired to 0 set JessiFired to 1 JessiREF.moveto RCHangarMarker ShowMessage FollowerMessageLeaveJessi endif Using something similar to this should do what you want. Link to comment Share on other sites More sharing options...
Holty07 Posted May 15, 2009 Share Posted May 15, 2009 That only helps if you wanted to only check for Jessi. Each follower has a ##Hired and ##Fired variable. The one variable that checks for ANY follower would be Followers.PlayerHasFollower. Link to comment Share on other sites More sharing options...
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