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Cutthroat Companion Mod Question


ForrestEbonwolf

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Okay, this may be kinda complicated but I kinda need a detailed description as to how to make this work, If there is someway to just make an AI Package to make this work that would be great but, well... Here it is.

 

I'm using the Cutthroat Companion Mod and any time I leave my companions somewhere its always at my Sewer hideout... I need some way of making it so that when I tell them to "Stay Here" (Always at my sewer hideout) they will freely open the doors inside my hideout and move throughout the rest of the hideout. Right now I can only have them in one cell, and I feel that them being able to travel through the hideout will add more realism to the place. Any help would be appreciated but anything other than a "Well you should just be able to-" would be awesome. A detailed Description would be perfect and greatly appreciated.

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I think that the best way of doing this with normal NPCs is to assign them a "wander package" and set the wander radius to 2048 or something similar - thats usually the entire 'local' area. I've never done anything with CM Partners, so I've no idea as to wether this could be done (modify the script for the "stay here" command, maybe?) or if it would interfere with them in some way... might be better off scripting an entirely new command for them so as not to interfere with the existing ones, if you see what I mean.

Also, they won't open doors if their intelligence is lower than 10... because they are too dumb.

I can't give you much in the way of actual technical advice on this, because I'm still at the stage where I tend to be getting things working more through trail and error than actual experience or knowing what I am doing, but I think the vanilla "wander" package should be pretty easy to apply to either a new command or an extension of a command in the CM Script.

 

Jenrai

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