Navitamonasut Posted April 19, 2023 Share Posted April 19, 2023 Hi everyone, Been working on and off a companion mod and was wondering if there was a way to do custom affinity events? For example, if I wanted to make my companion like it when the player drinks vodka ONLY as opposed to alcohol. I've tried to reverse engineer what I see in the CK, but I'm having trouble getting it to fire. Any advice would be appreciated! What I've done thus far: (GALLERY HERE) Created my own keywords: ZOL_CA_Event_DrinkVodka is the affinity event. (An in game example is CA_Event_DrinkAlcohol) ZOL_ObjectTypeVodka is for filtering purposes. Added Keyword to Vodka: The Vodka item has a few keywords: CA_ObjType_Drink and ObjectTypeAlchohol so I went and added: ZOL_ObjectType_Vodka to create the filter. Edited Relevant Quests: Went to the Followers Quest and clicked the Followersscript and added ZOL_CA_Event_DrinkVodka to the affinity array: Went to CA_Drink Quest and added ZOL_EventKeyword as ZOL_CA_EventDrinkVodka Edited Scripted Event: Went to the SM Event Node for Player Remove Item and under CA_DrinkorChems_Questnode/CA_Drink, added the conditional to have ZOL_ObjectTypeVodka Edited Companion: and of course, went to the CompanionActorScript in my companion and added ZOL_CA_Event_DrinkVodka to his array: I feel like I have all the pieces, or at least I'm thinking about them correctly, but I guess I'm not connecting the dots right as I can't get it to work. Once again, any help would be greatly appreciated! Link to comment Share on other sites More sharing options...
Navitamonasut Posted April 19, 2023 Author Share Posted April 19, 2023 Also as an additional frustrating sidenote, does anyone else have problems updating the affinity array? I'll make a change and I won't see it in game, and when I revert the change back to something that was working, it STILL won't work. It's driving me bonkers. Link to comment Share on other sites More sharing options...
lee3310 Posted April 19, 2023 Share Posted April 19, 2023 Also as an additional frustrating sidenote, does anyone else have problems updating the affinity array? I'll make a change and I won't see it in game, and when I revert the change back to something that was working, it STILL won't work. It's driving me bonkers.Is the affinity array a property ? if it's not flagged as "const" changes will not apply in game. Link to comment Share on other sites More sharing options...
Navitamonasut Posted April 19, 2023 Author Share Posted April 19, 2023 Also as an additional frustrating sidenote, does anyone else have problems updating the affinity array? I'll make a change and I won't see it in game, and when I revert the change back to something that was working, it STILL won't work. It's driving me bonkers.Is the affinity array a property ? if it's not flagged as "const" changes will not apply in game. Thanks for the reply! Its the EventData_Array under Affinity settings in the companionactorscript that's attached to the NPC script box. I originally had it set to CA_Event_DrinkAlcohol and everything was working fine, affinity was triggering, the friendship scene was working etc etc. Then ALL i did, was change the CA_Event_DrinkAlcohol to something else, loaded the game (new save), it didn't work. Then I went and changed it BACK to CA_Event_DrinkAlcohol and it never worked again. I am at a complete loss as to why this happens (and it happens consistently). Redoing the ENTIRE companionactorscript for every change in a character's affinity CANNOT be a feature lmao. I have been so frustrated and confused with this feature, that I am, at this point, legit willing to pay someone to sit down with my on VC discord and just hold my hand through wtf is going on with my ck. As an extra, mega frustrating side note- I tried remaking the companion on a totally completely mod-free version the EXACT same way i did it before, and now the companion will not follow me. I am on the verge of tears, wtf is going on and how can I find help. Link to comment Share on other sites More sharing options...
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