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Peculiar Dialogue Issue


Dadrice

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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

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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.

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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?

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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:

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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

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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)

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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 :)
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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.

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