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Making a Follower but I've hit a snag


Chthonian

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So I decided I wanted to make custom follower for my new house mod I've been working on. I found a nice guide on making them here on the Nexus. It is this: http://www.nexusmods.com/newvegas/mods/45278/?

 

I've done everything in this tutorial and for whatever reason/reasons, my follower will not work correctly. The problem I'm running into seems to be certain scripts not running/activating. When I talk to him for the first time his greeting message will show, then I have the option to tell him I'd like him to come with me, and he agree's like he's supposed to, but then after the dialog screen disappears, nothing happens, he doesn't follow me, he continues sitting in the area hanging out. Also after I've talked to him and tell him to follow, I can activate him again and the companion wheel will show up, With some of the options working and some not, leaving me to believe some of the scripts are running and others are not? I find this odd and I think I may have just messed up somewhere, Most of which I'd think would be in the FollowerHired Topic tree, but every time I go back and check all my scripts, conditions, and choices they appear to be correct.

 

 

For starters this is the main Script for the follower:

 

scn CHTCCCompanionAAScript
short HasBeenHired
short L38
short Relax
short DoOnce
int CombatStyleRanged
int CombatStyleMelee
int IsFollowingDefault
int IsFollowingLong
int FollowerSwitchAggressive
int Waiting
Begin GameMode
If (DoOnce != 1)
Set HasBeenHired To 0
Set L38 To 0
Set CombatStyleRanged to 1
Set CombatStyleMelee to 0
Set IsFollowingDefault to 0
Set IsFollowingLong to 0
Set FollowerSwitchAggressive to 0
Set Waiting to 0
Set Relax to 0
Set DoOnce To 1
EndIf
End
This is the Quest Script:
scn CHTCCCompanionQuestScript
short bCHTCCCompanionHireable
short bCHTCCCompanionDoOnce
Begin GameMode
if (bCHTCCCompanionDoOnce != 1)
Set bCHTCCCompanionHireable to 1
Set bCHTCCCompanionDoOnce to 1
EndIf
End

 

 

For my FollowersHired Topic I have:

 

Conditions:

 

GetScriptVariable Reference: 'CHTSentryBotREF', HasBeenHired

GetQuestVariable Quest: 'CHTCCCompanionQuest00', bCHTCCCompanionHireable Value 1

GetIsID CreatureCHTCCSentryBot00 Value 1

 

 

My Result Scripts:

 

Set CHTCCSentryBotREF.Waiting to 0
Set CHTCCSentryBotREF.Relax to 0
Set CHTCCSentryBotREF.IsFollowingDefault to 1
Set CHTCCSentryBotREF.IsFollowingLong to 0
Set CHTCCSentryBotREF.CombatStyleRanged to 1
Set CHTCCSentryBotREF.CombatStyleMelee to 0
Set CHTCCSentryBotREF.HasBeenHired to 1
SetPlayerTeammate 1
SetIgnoreFriendlyHits 1
CHTCCSentryBotREF.evp
Also, I have Goodbye checkmarked
Basically, I just need to know if I screwed up anything with these, and if this tutorial will even work for a creature. I have also tried adding all this stuff to a NPC aswell, but had the same issue with him not following me. Some of the scripts for a few things will work while other do not, for instance the FollowersTrade Topic. I can select the trade option in the wheel, but it just closes out the wheel and the his inventory doesn't open.
I apologize if this is kinda a bit hard to follow, but I'm a noob with this stuff and am just trying to understand how I messed up, so if anyone can help me out I'd be very thankful, as this little project has taken a lot longer to get done then I had originally intended. I can also provide more info, possibly even some screenshots of the Conditions and all that if that helps to solve my problem.
Edited by Chthonian
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Debugging this kind of stuff can be infuriating because script compiler messages are disabled in the FNV GECK. When you use the script editor, at least it's possible (although unintuitive) to tell if your script has an error because when you try to close the editor you will get a warning that you didn't save. However, when not using the full script editor (as with most result scripts), you don't even get that courtesy - it just fails silently. So, I have a dummy script created with the script editor, and when I'm editing a result script I copy the code to the dummy script, save and try to close. That way I at least know if there's an error in the script.

 

There's also a mod that re-enables script compiler warnings (and fixes a number of other GECK bugs), but I've seen mixed reviews and haven't tried it myself yet.

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If he doesn't follow you, there may be a problem with how his AI packages are configured. Make sure each package's conditions are set-up correctly.

Also, in the result script of FollowersHired, try replacing CHTCCSentryBotREF.evp with CHTCCSentryBotREF.ResetAI.

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  • 1 month later...

As far as creatures being different, the only thing that could matter is the "Allow PC dialogue" checkbox, but it sounds like that's not the issue.

 

jazzisparis seems to be right on the mark; this doesn't seem like a problem with your scripts but with your actual AI packages. Make sure your package conditions are correct as that also seems to be a common source of problems.

 

Also, I know this seems wrong, but if you don't actually have any scripts that should cause IsHireable to not be 1 you can try removing that condition.

 

Lastly, as to robots being different, changing actual movement speed (speedmult may only alter their animation speed) or textures without using nifskope is impossible but their scripting was essentially the same as a human NPC.

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