3ldr1tch Posted December 2, 2010 Share Posted December 2, 2010 I have developed a mod that can turn any NPC into a pseudo companion. However I am struggling with one or two issues. 1. I have a weapon that acts like a mezzer in that it stupifies the NPC prior to being 'converted' to a companion. Now this bit works but the AI package of the NPc is preserved so the NPc starts wandering off. Is there a script function that can allow me to get a reference to the current NPc package? Then I can replace it with a package that makes them stand still and if the player allows the mezzed effect to wear off without conversion I can use this reference to restore the original package to the NPC. 2. In dialog I have the player tell the NPc to use meele or ranged weapons. In the END script of the dialog I have set SetCombatStyle FollowersCombatStyleMelee and SetCombatStyle FollowersCombatStyleRanged respectively. However, when I tell the NPC to switch to meele weapons they remain with their Ranged weapon equipped. Am I doing something wrong? 3. I can bring up the companion wheel but it runs off variables that need to be set in a specific NPC script. Is there any way I can obtain a reference to the original NPC script, overwrite it with my own, and then if the conversion is reversed I can restore the original NPC script. If I can do this i should be able to get the companion wheel running. 4. I have some adult content in this mod and I'm making a plugin compatible with the sexual Innuendo mod. Although this mod is great the number of animations it currently has are limiting. Has anyone had experience with simular mods (e.g. Animated Prostitution) and if so could they give me quick tutorial on getting my mod to run some of the animations in these other mods? Link to comment Share on other sites More sharing options...
Oes10 Posted December 2, 2010 Share Posted December 2, 2010 I have developed a mod that can turn any NPC into a pseudo companion. However I am struggling with one or two issues. 1. I have a weapon that acts like a mezzer in that it stupifies the NPC prior to being 'converted' to a companion. Now this bit works but the AI package of the NPc is preserved so the NPc starts wandering off. Is there a script function that can allow me to get a reference to the current NPc package? Then I can replace it with a package that makes them stand still and if the player allows the mezzed effect to wear off without conversion I can use this reference to restore the original package to the NPC. 2. In dialog I have the player tell the NPc to use meele or ranged weapons. In the END script of the dialog I have set SetCombatStyle FollowersCombatStyleMelee and SetCombatStyle FollowersCombatStyleRanged respectively. However, when I tell the NPC to switch to meele weapons they remain with their Ranged weapon equipped. Am I doing something wrong? 3. I can bring up the companion wheel but it runs off variables that need to be set in a specific NPC script. Is there any way I can obtain a reference to the original NPC script, overwrite it with my own, and then if the conversion is reversed I can restore the original NPC script. If I can do this i should be able to get the companion wheel running. 4. I have some adult content in this mod and I'm making a plugin compatible with the sexual Innuendo mod. Although this mod is great the number of animations it currently has are limiting. Has anyone had experience with simular mods (e.g. Animated Prostitution) and if so could they give me quick tutorial on getting my mod to run some of the animations in these other mods? 1. GetIsCurrentPackage could be what youre looking for. 2. AFAIK setting combat styles will not make them equip/unequip certain items outside of combat. You'd need to use unequip/equipitem, with possibly adding remove/additem functions added to actually make the NPCs do the animations for that. 3. You can do that with NVSE GetScript/SetScript. Havent tested these ones myself though. 4. Sorry no experience on that here, but i believe you'd have to find the animations, set the path to the files identical to where the game stores the standard animations and then bring them into your mod with GECK. Link to comment Share on other sites More sharing options...
3ldr1tch Posted December 2, 2010 Author Share Posted December 2, 2010 Thanks for replying. 1. GetIsCurrentPackage could be what youre looking for. Problem here is that GetIsCurrentPackage checks for the existance of a specific package. I won't know what package the NPC has at the start. I just want to get a reference to it, save that reference, change the package and then later restore the original one. 2. AFAIK setting combat styles will not make them equip/unequip certain items outside of combat. You'd need to use unequip/equipitem, with possibly adding remove/additem functions added to actually make the NPCs do the animations for that. O.K gotcha. I can code for that, thanks. 3. You can do that with NVSE GetScript/SetScript. Havent tested these ones myself though. Is there a non NVSE method? Doesn't matter if not its just that I would prefer it if my base mod was not too dependant on third party stuff like NVSE. 4. Sorry no experience on that here, but i believe you'd have to find the animations, set the path to the files identical to where the game stores the standard animations and then bring them into your mod with GECK. You misunderstand. I don't want to reverse engineer Animated Prostitution, just use it in conjunction with my mod. Sexual Innuendo provides simple instructions for this but AP doesn't. Link to comment Share on other sites More sharing options...
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