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player home with designated follower spaces?


caddo9tales

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I think I've tried every player home on the Nexus at this point. None of them have a designated (marked?) space for each of the vanilla followers so that you could dismiss them to the location and come back later and find them sleeping in their own bed or whatever. I love brick vault bunker but I cant figure out how to stop settlers from showing up and ruining the feel of this is my personal space. Red rocket tv has some killer player homes but you cant send followers or build a few extra mag racks. Why not have an area designated as Curie's with her own chem lab? A new base of operations for Piper complete with new printing press? a place a little nicer than listening post bravo for Danse to hide out after you save him from Maxon? Cait could have her own training ring, the list goes on. Maybe a spot for a custom follower that had a small area you could build in to protect the script based item from being altered? Except Preston can just stay at the Castle and leave you alone... I'm not a modder, and am very grateful for the wild array of talent submitting some really great mods. You have made this game a source of almost unending entertainment afr longer than Bethesda could have imagined. Thank you for all you do!

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  • 1 month later...

Why not Amazing Followers Tweaks, for example? Can assign individual location for each Companion aside from regular settlements. If a Home doesn't have a Workshop, then use portable for adding decor, or maybe drop a new permanent Workshop there. Entire home is in their possession.

Restricted individual areas in a location shared by different companions - that would be possibly an overkill? In a settlement they still can have and use a very own bed.

 

ps. Well, as i would do this, that'd be a tool kit for setting up a companion's personal nest in any dormitory and not a pre-set home.

Edited by hereami
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For interest, what would be approximate schedule for companions? Should they relax with others at some hours or be fully dedicated to self, reside in one room etc.

 

Too bad that Companions have nothing to chat about with each other. Could have dedicated chill-out area in a bigger home.

Edited by hereami
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For interest, what would be approximate schedule for companions? Should they relax with others at some hours or be fully dedicated to self, reside in one room etc.

 

Too bad that Companions have nothing to chat about with each other. Could have dedicated chill-out area in a bigger home.

I would be happy if they just used their own furniture. Bed and gym equipment come to mind and I suppose kitchen and dining in larger spaces.

If it were possible in workshops too you could obviously have it apply to everything in their house.

I guess you would place something and whitelist users be they companions or named settlers.

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I don't quite understand the last sentence.

 

If there's only one inhabitant, he'll use anything unowned either way, practically equals to "everything owned".

 

I believe there must be a tool to change ownership for NPC, Cheat Terminal perhaps? Or still AFT? Meself not familiar with PC mods. Haha, what am talking about? There's just console command. Then Furniture can be assigned individually and multiple inhabitants will still share unowned, while owned pieces will be exclusive to each owner, even if running default Sandbox Packages, i suppose (although as a side effect, if they are settlement Scavengers, then owned casual furniture will be considered their Work object as well, possibly an oversight because of no need. NPC ownership is used scarcely and purposefully in base game).

Edited by hereami
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My vote would be for themed, companion-specific build kits that are placed in workshop mode. A Curie kit, for instance, might contain a chem station, a microscope, and other scientific/medical equipment with which only she can interact. Other examples:

 

Piper Kit: Printing press, typewriter/computer terminal, writing desk, etc.

Nick Kit: Filing cabinet, office desk, picture/post-it notes board, etc.

Danse Kit: Energy weapon workstation, power armor workstation, BoS corner flag (to salute), etc.

 

...and so forth.

 

The Thematic & Practical mod uses dedicated furniture for the four traveling Bunker Hill merchants, and when the furniture is placed, the merchants will sandbox and interact with their respective furniture pieces. Similarly, Larannkiar's "Recruit Virgil" mod includes a dedicated chem bench, and when he's assigned to it, he produces stimpaks. Between those two mods, I'd say companion-themed build kits are well within the realm of possibility. We just need someone with the know-how and desire to make them.

 

-RSM

 

 

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First, wouldn't like to discourage anyone who might decide to do anything similar better and faster, especially considering this* below.

 

So, what i have in mind currently and possibly could provide, if there is enough interest and it doesn't exist yet. NB - This is not automated PlugNPlay solution and requires conscient player involvement.

 

What's needed is to control two sandbox links for a Companion. One of the links can be left for management by regular Workshops - WorkshopLinkHome. The second needs be assigned manually to any existing object/marker able to represent Center of area adequately, this is Personal area and LinkSandbox.

 

Then we need a few custom Packages to inform NPC about our decisions, naturally, a core part.

For now, looks like this:

 

If LinkSanbox exists (primary area):
- Area 2500;
- At Night stays in Personal area and sleeps (optional);
- At Evening stays in Personal area (optional);
- Chills on Weekends, area 10000 for long walks, if possible (in case of exterior, doesn't matter much for interior);
- Stays always, if no LinkHome;
If LinkHome exists (secondary area):
- Area 5000;
- Will reside, except Evening and Night (optional);
- If assigned to work and no LinkSandbox, then runs Settlement routines;
NPC may be instructed to use Owned refs exclusively or not, that's an option.
Some question is whether it's worth to disallow wandering or make it as option. As a "Free Ward" protestor, i'd dislike.
Also, there can be intermediate layer between two links, third area marker. Not sure yet.
Personal area size is questionable, for now - radius 360 looks reasonable, which is full 2x2 floor. Not sure if makes a lot of sense to have options for various radii, though possible. And here a custom Home can do real benefits, if there are sandbox primitives designating each room, so there would be proper rectangles instead of default circular areas. Ideally, Home should provide some visible handles to them, like a button on wall. Though honestly, idea of Primitives is speculative still and needs actual testing.
Ownership control can be duty of console as most efficient, although holotape interface might be provided still, just not sure if really necessary.
Looks like no object Linking commands exist in console, so this would be relatively clunky, though hella immersive interface of all times, holotape and certain hassle.
* Because i can't test scripts in vivo, everything is ps4 style and there are no fashionable bells-N-whistles.
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I don't quite understand the last sentence.

 

If there's only one inhabitant, he'll use anything unowned either way, practically equals to "everything owned".

 

I believe there must be a tool to change ownership for NPC, Cheat Terminal perhaps? Or still AFT? Meself not familiar with PC mods. Haha, what am talking about? There's just console command. Then Furniture can be assigned individually and multiple inhabitants will still share unowned, while owned pieces will be exclusive to each owner, even if running default Sandbox Packages, i suppose (although as a side effect, if they are settlement Scavengers, then owned casual furniture will be considered their Work object as well, possibly an oversight because of no need. NPC ownership is used scarcely and purposefully in base game).

Who's last sentence?

And obviously yeah the entire thread would be mute if they were the only occupant aha.

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