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Please Compile This Script


kucingkucing

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Sorry for my bad english,

i have this hotkey script, but somehow it do not work,

can someone compile this script and add to a new relay grenade?

//Dogmeat
if 1d162.GetInFaction A1B85 == 1;
 1d162.moveto Player;
endif;
//Cait
if 79305.GetInFaction A1B85 == 1;
 79305.moveto Player;
endif;
//Codsworth
if 1CA7D.GetInFaction A1B85 == 1;
 1CA7D.moveto Player;
endif;
//Curie Robot
if 102249.GetInFaction A1B85 == 1;
 102249.moveto Player;
endif;
//Curie    Synth
if 1647c6.GetInFaction A1B85 == 1;
 1647c6.moveto Player;
endif;
//Paladin Danse
if 5DE4D.GetInFaction A1B85 == 1;
 5DE4D.moveto Player;
endif;
//Deacon
if 50976.GetInFaction A1B85 == 1;
 50976.moveto Player;
endif;
//Hancock
if 22615.GetInFaction A1B85 == 1;
 22615.moveto Player;
endif;
//MacCready
if 2A8A7.GetInFaction A1B85 == 1;
 2A8A7.moveto Player;
endif;
//Nick Valentine
if 2F25.GetInFaction A1B85 == 1;
 2F25.moveto Player;
endif;
//Piper
if 2F1F.GetInFaction A1B85 == 1;
 2F1F.moveto Player;
endif;
//Preston Garvey
if 1A4D7.GetInFaction A1B85 == 1;
 1A4D7.moveto Player;
endif;
//Strong
if 3F2BB.GetInFaction A1B85 == 1;
 3F2BB.moveto Player;
endif;
//X6-88
if E210A.GetInFaction A1B85 == 1;
 E210A.moveto Player;
endif;
//old Longfellow
if 3014602.GetInFaction A1B85 == 1;
 3014602.moveto Player;
endif;
//Porter Gage
if 600A5B1.GetInFaction A1B85 == 1;
 600A5B1.moveto Player;
endif;
//Ada
if 100FF12.GetInFaction A1B85 == 1;
 100FF12.moveto Player;
endif;

thank you for reading,

and have a nice day

 

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I can appreciate that you want to put this on a grenade but it's not possible to compile this script as-is. You need to add the npcs and the player and faction as properties aka

Actor Property PlayerRef Auto

Actor Property NickValentine Auto

Faction Property CompanionFaction Auto

Etc

 

Also you need to fix your function calls:

;Dogmeat

if Dogmeat.GetInFaction(CompanionFaction) == 1

Dogmeat.moveto(PlayerRef)

endif

 

Finally, your calls need to be in an event but I can't recall which event fires during an explosion, and I don't have access to the CK presently. Maybe someone else can help?

 

Make a new explosion, put the script on it and fill the properties, then make your new grenade, put the explosion on that grenade and it should work.

 

 

 

Btw there are already other mods that let you summon your companions, idk if any of them use grenades though.

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Sure, it probably won't be hard. I could really just move the current companion instead of checking each one individually.

Do you use a mod that lets you have a companion and Dogmeat at the same time? I can make it so it teleports them separately if you use one like that

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thank you for the hardwork,

when i open the link, this happen :

Deleted

The transfer you requested has been deleted.

why not upload it to your mod page?

 

Edit ; maybe because i using IDM?

Aye, I just tested the link, and it says deleted for me as well.

 

Well, I can't speak for Faust, but at least for me... it's a whole lot easier and faster to make an upload to a 3rd party cloud service, than it is to create an entire mod page just to upload a file. :confused:

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I forgot on that site, it can only be downloaded once lol
New link pm'd

 

 

 

Well, I can't speak for Faust, but at least for me... it's a whole lot easier and faster to make an upload to a 3rd party cloud service, than it is to create an entire mod page just to upload a file.

corrrrect, it's infinitely less work all for one tiny mod that has barely been tested at all

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