Jump to content

[REQUEST] Followers walk beside player


IsharaMeradin

Recommended Posts

I don't "draw" the spells since they have a bright lightsource added by a lightning mod. It would be immersion breaking. I don't know for sure, but it may also count towards npc detection with some combat ai mods.

 

PS: I use hotkeys to equip and switch between spells and sneak with my hands free.

Edited by BlackRoseOfThorns
Link to comment
Share on other sites

  • Replies 56
  • Created
  • Last Reply

Top Posters In This Topic

Ok... Some registering for animations and I now have the follower falling back to sneak and moving back up to walk beside or behind depending upon what overall status they are in (beside or behind).

 

Tried it in combat (got everyone in Whiterun attacking me). Not once did Jenessa flip out when I popped in and out of stealth. But it does require further testing to be sure. I may have kept weapon out....

 

I do need to add some additional conditioning now on my notification statements. Because if sneaking and draw the weapon while in the overall beside mode, it'll evaluate and state that the follower is moving behind. If the weapon is sheathed while in sneak mode it will say that the follower is moving beside even tho they're still sneaking behind. A minor thing really. Just a quick check to ensure that the player/follower isn't sneaking before doing the sheathe/unsheathe SKSE beta events/functions.

Link to comment
Share on other sites

Ok... Some registering for animations and I now have the follower falling back to sneak and moving back up to walk beside or behind depending upon what overall status they are in (beside or behind).

 

Sounds perfect. Sneaking with followers always was a bit tricky since npc's did not care about their positioning so far (just the range and formation with combat mods). I might actually feel like having companion and not some random clueless guy that needs escorting.

 

 

Will you expand your mod with other features? If so I would like to kindly request "Share a meal in the woods". After talking to follower and selecting dialogue he would do a check for sitting marker and if one is not present he would use "sit on ledge" animation (is that the same one as chair animation?) and start eating. Consumed food would be extracted from the inventory.

Link to comment
Share on other sites

All I want to focus on is the ability to have the follower walk beside. Delving into other things will make it unnecessarily complicated. My hope is that after having this finalized those authors who do large projects with followers will incorporate the behavior.

Link to comment
Share on other sites

All I want to focus on is the ability to have the follower walk beside. Delving into other things will make it unnecessarily complicated. My hope is that after having this finalized those authors who do large projects with followers will incorporate the behavior.

 

I didn't realize this is going to be a resource file. Seems the modding community is getting closer to eliminating all vanilla game design drawbacks. Right after improving npc interactions there's animation lockdown issue. At this time we already have a tool supporting combined animations, but not compatible with everything yet. This means it's possible to have a real action combat in skyrim.

 

http://forums.bethsoft.com/topic/1508450-wip-character-behaviors-enhanced/

Link to comment
Share on other sites

It boils down to this:

I make what I make for me first. If a request is reasonable, doable and does not hamper, hinder or otherwise mess up that which I made for me, I may consider it.

 

I wanted followers to have the ability to walk beside. I was tired of them always being behind trailing like little puppy dogs. I requested that it be done. But rather than wait for someone else to do it. I attempted to do it myself. Surprisingly, I managed to make it happen.

 

After a little testing, polishing, packing, etc it will be released as the first and final version. Others may take it from there if they wish. Whether it is flagged as a modders resource or not, it will be available for others to expand upon.

Link to comment
Share on other sites

Some tweaking has been made.

When the mod is added, it no longer affects the follower until the player decides to use the hotkey to move the follower beside them. From that point on the player can use the hotkey to switch from beside to behind. In this state the follower will always fall back when sneaking or weapon drawn.

 

There is now a uninstall toggle. This toggle unregisters all registered events and restores mod values to default as well as restoring the NPC greeting distance to what it was when the mod was added.

 

I have added back the sandbox feature. It doesn't play well with fast travel, but I'm working on a toggle solution. A hotkey that the user can press to toggle idle sandboxing on or off.

 

So while you can't talk to them and ask them to do X. They just might do X on their own if a marker for that is within their 512 radius.

Link to comment
Share on other sites

Sandbox toggle key is working great.

 

There are three hotkeys that can be assigned. Only two should ever need to be used. The third will be left in but it was used more as an assist in debugging.

 

The key to toggle between beside or behind

The key to toggle between sandbox or wait

And a key to force package stack evaluation.

 

I believe I'm at the point where I can start a new game and test it under load with other mods. Hopefully, I can grab some decent video to demonstrate how things are now.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...