ObLars Posted October 28, 2010 Share Posted October 28, 2010 Btw, did you follow any guide to make this companion? For the most part I've been looking up guides on the G.E.C.K. wiki, though most of them seem to be rather limited in the dialogue department, so I've based most of my effort off of examining how the default companions are set up and working to mirror them, changing references and conditions to apply to my companion wherever it seems necessary. So far he'll fight with you, switch between passive/aggressive, carry things and so forth. I just can't make him talk! :pinch: I'm off for work now though, I'll be back to tackle my modding woes later in the day. Edit: Nvm.. Oh well, how do you use the companion wheel? :O Link to comment Share on other sites More sharing options...
Lingwei Posted October 28, 2010 Share Posted October 28, 2010 Is the quest set to be enabled? Link to comment Share on other sites More sharing options...
Dadrice Posted October 28, 2010 Author Share Posted October 28, 2010 Btw, did you follow any guide to make this companion? For the most part I've been looking up guides on the G.E.C.K. wiki, though most of them seem to be rather limited in the dialogue department, so I've based most of my effort off of examining how the default companions are set up and working to mirror them, changing references and conditions to apply to my companion wherever it seems necessary. So far he'll fight with you, switch between passive/aggressive, carry things and so forth. I just can't make him talk! :pinch: I'm off for work now though, I'll be back to tackle my modding woes later in the day. Edit: Nvm.. Oh well, how do you use the companion wheel? :O The companion wheel is set to run automatically if SetPlayerTeammate is set to 1 for your companion, though that's about all I know about it lol. Link to comment Share on other sites More sharing options...
Dadrice Posted October 28, 2010 Author Share Posted October 28, 2010 Is the quest set to be enabled? Do you mean the "Start Game Enabled" checkbox on the Quest Data tab? If so, yes I do have it enabled. Link to comment Share on other sites More sharing options...
ObLars Posted October 28, 2010 Share Posted October 28, 2010 Btw, did you follow any guide to make this companion? For the most part I've been looking up guides on the G.E.C.K. wiki, though most of them seem to be rather limited in the dialogue department, so I've based most of my effort off of examining how the default companions are set up and working to mirror them, changing references and conditions to apply to my companion wherever it seems necessary. So far he'll fight with you, switch between passive/aggressive, carry things and so forth. I just can't make him talk! :pinch: I'm off for work now though, I'll be back to tackle my modding woes later in the day. Edit: Nvm.. Oh well, how do you use the companion wheel? :O The companion wheel is set to run automatically if SetPlayerTeammate is set to 1 for your companion, though that's about all I know about it lol. Hmm. I'v never used SetPlayerTeamMate, is it a Script code? Link to comment Share on other sites More sharing options...
Dadrice Posted October 28, 2010 Author Share Posted October 28, 2010 Btw, did you follow any guide to make this companion? For the most part I've been looking up guides on the G.E.C.K. wiki, though most of them seem to be rather limited in the dialogue department, so I've based most of my effort off of examining how the default companions are set up and working to mirror them, changing references and conditions to apply to my companion wherever it seems necessary. So far he'll fight with you, switch between passive/aggressive, carry things and so forth. I just can't make him talk! :pinch: I'm off for work now though, I'll be back to tackle my modding woes later in the day. Edit: Nvm.. Oh well, how do you use the companion wheel? :O The companion wheel is set to run automatically if SetPlayerTeammate is set to 1 for your companion, though that's about all I know about it lol. Hmm. I'v never used SetPlayerTeamMate, is it a Script code? Yep, the default companions have something set into their script to toggle it between 0 and 1 depending on whether or not they're in your party. I kinda got lazy though and tossed "SetPlayerTeammate 1" into Rutherford's main script as a constant setting :whistling: Link to comment Share on other sites More sharing options...
ObLars Posted October 28, 2010 Share Posted October 28, 2010 Btw, did you follow any guide to make this companion? For the most part I've been looking up guides on the G.E.C.K. wiki, though most of them seem to be rather limited in the dialogue department, so I've based most of my effort off of examining how the default companions are set up and working to mirror them, changing references and conditions to apply to my companion wherever it seems necessary. So far he'll fight with you, switch between passive/aggressive, carry things and so forth. I just can't make him talk! :pinch: I'm off for work now though, I'll be back to tackle my modding woes later in the day. Edit: Nvm.. Oh well, how do you use the companion wheel? :O The companion wheel is set to run automatically if SetPlayerTeammate is set to 1 for your companion, though that's about all I know about it lol. Hmm. I'v never used SetPlayerTeamMate, is it a Script code? Yep, the default companions have something set into their script to toggle it between 0 and 1 depending on whether or not they're in your party. I kinda got lazy though and tossed "SetPlayerTeammate 1" into Rutherford's main script as a constant setting :whistling: Would it be to much to ask for to let me look at Rutherford's script? I got no coding skills.. So looking at a Custom companions script would help a lot more than looking at Vanilla Companion scripts. As they've got 1000 lines :P Link to comment Share on other sites More sharing options...
Dadrice Posted October 28, 2010 Author Share Posted October 28, 2010 Btw, did you follow any guide to make this companion? For the most part I've been looking up guides on the G.E.C.K. wiki, though most of them seem to be rather limited in the dialogue department, so I've based most of my effort off of examining how the default companions are set up and working to mirror them, changing references and conditions to apply to my companion wherever it seems necessary. So far he'll fight with you, switch between passive/aggressive, carry things and so forth. I just can't make him talk! :pinch: I'm off for work now though, I'll be back to tackle my modding woes later in the day. Edit: Nvm.. Oh well, how do you use the companion wheel? :O The companion wheel is set to run automatically if SetPlayerTeammate is set to 1 for your companion, though that's about all I know about it lol. Hmm. I'v never used SetPlayerTeamMate, is it a Script code? Yep, the default companions have something set into their script to toggle it between 0 and 1 depending on whether or not they're in your party. I kinda got lazy though and tossed "SetPlayerTeammate 1" into Rutherford's main script as a constant setting :whistling: Would it be to much to ask for to let me look at Rutherford's script? I got no coding skills.. So looking at a Custom companions script would help a lot more than looking at Vanilla Companion scripts. As they've got 1000 lines :P Truth be told I've patched most of the script together by example of a few other custom companions along with the vanilla ones, but here it is for better or for worse :P scn RutherfordSCRIPT int Waiting ; 0 = Not waiting, 1 = Waiting int CombatStyleMelee ; 0 = Not melee, 1= Melee int CombatStyleRanged ; 0 = Not ranged, 1 = Ranged int IsFollowingDefault ; 0 = Not following default, 1 = Is following default range int IsFollowingLong ; 0 = Not following long, 1 = Is following long int FollowerSwitchAggressive ; 0 = Passive (wait on player), 1 = Aggressive (attack when see enemies) begin gamemode SetPlayerTeammate 1 player.addperk RutherfordPerk if RutherfordREF.IsInCombat == 1 SetIgnoreFriendlyHits 1 else SetIgnoreFriendlyHits 0 endif end begin OnCombatEnd if GetPlayerTeammate == 1 resethealth restoreav perceptioncondition 100 restoreav endurancecondition 100 restoreav leftattackcondition 100 restoreav leftmobilitycondition 100 restoreav rightattackcondition 100 restoreav rightmobilitycondition 100 endif end begin OnDeath if VNPCFollowers.RutherfordHired == 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers - 1 ; <<< (Added 7_10_10) To update "nCurrentFollowers" properly -ETB if (VNPCFollowers.nCurrentFollowers == 0) ; <<< set VNPCFollowers.bPlayerHasFollower to 0 ; <<< endif ; <<< set VNPCFollowers.RutherfordHired to 0 set VNPCFollowers.bCritterInParty to 0 ShowMessage FollowerMessageDeadRutherford ; Remove Rutherford's companion perk from player player.RemovePerk RutherfordPerk ShowMessage FollowerMessagePerkRutherfordRemove endif set VNPCFollowers.bRutherfordDead to 1 end The OnDeath bit was borrowed from ED-E, if I recall since he counts as a creature I figured it would be best to work off of him as Rutherford isn't registered as a human npc. (Also, sorry if the code box is kind of huge..I'm not really used to entering code into forums so I don't know if there's a way to shorten the box and give it a scroll wheel) Link to comment Share on other sites More sharing options...
ObLars Posted October 28, 2010 Share Posted October 28, 2010 The size is perfectly fine :) Its quite hard to start on a custom companion.. I want one of those Legion dogs.. You mind if i work with your script? Seems a bit more tidy, and got a lot less ref's than Vanilla scripts. Seems you know what youre doing :) Link to comment Share on other sites More sharing options...
ishlilith Posted October 28, 2010 Share Posted October 28, 2010 You can check Miria companion for a companion that does use the wheel and does not use the vanilla followers quest. It's much simpler in my opinion (although maybe its because I made it :D ) and understanding the wheel and how it is connected is much easier. Filter for "ish" without the quotes to see what I changed. Link to comment Share on other sites More sharing options...
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