tnade711 Posted June 10, 2014 Share Posted June 10, 2014 I created a script that made it so whenever I hit an enemy with the cutsom ammo I made they would transform into a supermutant. Only problem I want them to be friendly towards me so I can talk to them and make them follow me (I even added a script that adds them to a follower faction I made) here is the script: Scn 10mmFEV Begin ScriptEffectStart disable end begin Scripteffectstart placeatme 0003a147 removefromallfactions addtofaction 01FEVmutantfollower 0 (this is the custom faction that I made along the custom rank 0) end Any advice on how to go about this I would be greatful for. Link to comment Share on other sites More sharing options...
EsvDefcon Posted June 11, 2014 Share Posted June 11, 2014 I created a script that made it so whenever I hit an enemy with the cutsom ammo I made they would transform into a supermutant. Only problem I want them to be friendly towards me so I can talk to them and make them follow me (I even added a script that adds them to a follower faction I made) here is the script: Scn 10mmFEV Begin ScriptEffectStart disable end begin Scripteffectstart placeatme 0003a147 removefromallfactions addtofaction 01FEVmutantfollower 0 (this is the custom faction that I made along the custom rank 0) end Any advice on how to go about this I would be greatful for. Firstly, do they transform into a custom supermutant (sorry, I don't know the ID you called)? Or is it a vanilla one? Because what I would recommend doing is having it transform into a custom supermutant (just to prevent any collision with the vanilla ones), and make sure that it is added to PlayerFaction. Your custom faction may work just fine, but as long as a creature/NPC is in the PlayerFaction then it will act friendly to the player. You may also want to set it's aggression to aggressive. Link to comment Share on other sites More sharing options...
tnade711 Posted June 12, 2014 Author Share Posted June 12, 2014 No its just a basic supermutant I"m not exactly sure how to make a custom one :( Link to comment Share on other sites More sharing options...
ArekkusuStorm Posted June 13, 2014 Share Posted June 13, 2014 (edited) Under the Actors tab, go to the creatures > supermutantsRight click a supermutant (pick a mutant, any mutant) and edit.*Change the IDGo to the Factions tab and delete any existing ones, add PlayerFactionPress okCreate a new form (press yes)Hover over the new mutant and get the Base ID. Now. The only problem I see would be using the Base ID in your script since the first two numbers should be the ones on your load order unless GECK does things differently and 02(or whatever numbers the first two are) is actually 02. Edit: EsvDefcon made a good point. Edited June 15, 2014 by ArekkusuStorm Link to comment Share on other sites More sharing options...
EsvDefcon Posted June 14, 2014 Share Posted June 14, 2014 Now. The only problem I see would be using the Base ID in your script since the first two numbers should be the ones on your load order unless GECK does things differently and 02(or whatever numbers the first two are) is actually 02.It wouldn't matter, you can use the geck id which you gave it in scripts. Link to comment Share on other sites More sharing options...
tnade711 Posted June 15, 2014 Author Share Posted June 15, 2014 Under the Actors tab, go to the creatures > supermutantsRight click a supermutant (pick a mutant, any mutant)Change the IDGo to the Factions tab and delete any existing ones, add PlayerFactionPress okCreate a new form (press yes)Hover over the new mutant and get the Base ID. Now. The only problem I see would be using the Base ID in your script since the first two numbers should be the ones on your load order unless GECK does things differently and 02(or whatever numbers the first two are) is actually 02. Edit: EsvDefcon made a good point.Can I just make a copy of the mutant like you can for ammo, etc. Then use that one. Cause I'd like to keep all the mutants without altering other ones. Also what do you mean delete any existing oens? Like delete any existing factions? Link to comment Share on other sites More sharing options...
ArekkusuStorm Posted June 15, 2014 Share Posted June 15, 2014 (edited) Yes you can and that's pretty much what I just told you to do. Yes, delete and exiting factions on the duplicate mutant is what I meant. Edited June 15, 2014 by ArekkusuStorm Link to comment Share on other sites More sharing options...
tnade711 Posted June 16, 2014 Author Share Posted June 16, 2014 (edited) Yes you can and that's pretty much what I just told you to do. Yes, delete and exiting factions on the duplicate mutant is what I meant.ohh okay thank you! But do you know how to add dialogue to them for when I speak to them?Also I'm trying to copy the super mutant I select the creature press ctrl c then ctrl v and nothing happens! So how do I copy in the geck (sorry I'm a huge noob) Edited June 16, 2014 by tnade711 Link to comment Share on other sites More sharing options...
Maxandmov Posted June 18, 2014 Share Posted June 18, 2014 You can add a dialogue via quest 'dialogue' topic. Find dialogue lines for Mean SonOfABitch or another muties and try integrating the knowledge. Link to comment Share on other sites More sharing options...
EsvDefcon Posted June 18, 2014 Share Posted June 18, 2014 You can add a dialogue via quest 'dialogue' topic. Find dialogue lines for Mean SonOfABitch or another muties and try integrating the knowledge.Why would you need to do this? Just go to the dialogue tab, and select add/new in the bit on the left. Add the GREETING topic. Right click in the bow in the top right, and write whatever you want the guy to say when he starts speaking to you. Then, right-click the list, and select new. Rename this to whatever you'd like. Then, write more stuff that you want him to say. The prompt box is what the player selects ingame (the dialogue option). Do this as many times as you want. In the choices box for each topic, it's whatever topic that you want to be linked to this topic. You'll figure this out soon enough, and it'll get really easy to do properly. Just make sure that you use the choices box (the second one down), as the first one may cause some issues (like it has for me, in the past). In the coniditons box FOR ALL OF YOUR TOPIC, INCLUDING THE GREETING ONE: Right-click.Add GetIsID.Select your npc/creature in the list.Do this for everything (for best practice). This isn't easy to explain over the forums. I'd recommend checking this out, but it's basically just a longer explanation of exactly what I've just told you: Link to comment Share on other sites More sharing options...
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