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Companion modding—trying to turn Private Morales into a companion and hit a brick wall.


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(If this looks familiar, it's because I posted the same thing on reddit with less detail).

I've been following cgy95's guide to making companions and instead of creating a new NPC putting the scripts etc. onto Morales and it was going smoothly until he got to the Condition item for the following package. Now I'm a bit stuck and could use a different guide or a clearer one. Does anyone know of a guide for turning an existing NPC into a companion?

My end goal is for A Final Plan for Esteban to be completed, and then you can bring her along basically the same way you bring on Boone (getting revenge against the Fiends). Writing isn't the hard part for me, it's AI Package stuff.

I see a few template companions on the main Nexus site but they're all new NPCs. I can use JIP to make her a companion but I can't add new dialogue this way. My overview for the mod is essentially:

  1. Help her bury her husband in A Final Plan for Esteban.
  2. After, you get new dialogue where you can recruit her.
  3. This dialogue has two versions. The first, like Boone, is that you can say "let's go after the Fiends." Also like Boone, you have additional options (i.e. the intelligence check): you can either use Lady Killer, Cherchez la Femme, or a speech check of 25-40 to recruit her (this dialogue would not be flirtatious, despite the perks required).
  4. As companion, she'll have some NCR dialogue, and miscellaneous dialogue for killing major fiends (including Duke). If you're interested, I'll write out some of my ideas below. 
  5. I want it voiced. AI would be easiest but I know it's controversial so I'll probably opt for audio splicing (which I already have experience with).

Anyone know of a good road map to accomplish this? I don't care how long it takes, this idea is going to bug me until I do it.

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My ideas for dialogue:

  1. Killing Cook-Cook: Something to the effect off "Corporal Betsy will be relieved to know we got him."
  2. Killing Driver Nephi: Something to the effect of "That golf club isn't as effective as I thought it'd be."
  3. Killing Violet: "Some good those dogs did."
  4. Killing Duke: Not sure yet. I want something specific to him because he's named but we don't really know much about him. I could make something up whole-cloth.

After you do this and get "trust points," similar to Boone, new dialogue will become available. What this is I'm not sure yet, I kinda want to focus on having a working companion first, haha.

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Look at the Sunny Smiles companion, Ulysses, or some of the others that make existing NPCs become companions. Actually, the Joanna companion might be a good one to look at for this too.

It'd be pretty easy to create a new variable "IsHired" that if 1, excludes all usual dialogue, and unlocks the companion stuff. You could also use that same variable for your trust system, or create a whole new one that further unlocks additional dialogue. Just have all of those additional dialogue pieces have >= numbers and have those actions add to the variable. A ton of companions use point systems like this, and once you figure it out, it's the easiest thing in the world to build off of.

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I think what you're saying is you need a quest script (which needs to be attached to a running quest) with a variable to check in the package conditions.

 

I'm not familiar with any specific tutorials, but despite what my uploads will tell you, I have quite a bit of experience with custom companions, so I could probably be of some help if you could be more specific about what you're stuck on.

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On 10/7/2024 at 11:27 AM, sullyvanj93 said:

Look at the Sunny Smiles companion, Ulysses, or some of the others that make existing NPCs become companions. Actually, the Joanna companion might be a good one to look at for this too.

It'd be pretty easy to create a new variable "IsHired" that if 1, excludes all usual dialogue, and unlocks the companion stuff. You could also use that same variable for your trust system, or create a whole new one that further unlocks additional dialogue. Just have all of those additional dialogue pieces have >= numbers and have those actions add to the variable. A ton of companions use point systems like this, and once you figure it out, it's the easiest thing in the world to build off of.

Thanks, I'll take a peek in those mods to see if I can figure it out!

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On 10/7/2024 at 11:27 AM, sullyvanj93 said:

Look at the Sunny Smiles companion, Ulysses, or some of the others that make existing NPCs become companions. Actually, the Joanna companion might be a good one to look at for this too.

It'd be pretty easy to create a new variable "IsHired" that if 1, excludes all usual dialogue, and unlocks the companion stuff. You could also use that same variable for your trust system, or create a whole new one that further unlocks additional dialogue. Just have all of those additional dialogue pieces have >= numbers and have those actions add to the variable. A ton of companions use point systems like this, and once you figure it out, it's the easiest thing in the world to build off of.

Replying again to say this helped a lot! I'm a lot further into the mod now. Thank you!

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On 10/19/2024 at 3:25 PM, somekiryu said:

Replying again to say this helped a lot! I'm a lot further into the mod now. Thank you!

Glad to hear it! Let me know if you run into any other questions, happy to help. Love me some solid companion choices!

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