EViLKeNn Posted December 31, 2010 Share Posted December 31, 2010 Hi to all!! I have create a overlord companion with RR companion structure Fawlord Overlord Companion... but sometimes when I teleport somewhere in the wasteland, my companion disappears and I cant find more it... to overcome this problem I decided to create an object that when is worn the companion automatically teleport near player... I already created a hat party (how in RR Brooke companion) for this, but I cant compete the script to insert in the object (hat party) for run the teleport.... :confused: can someone help me with this? thanks in advance... :thumbsup: Link to comment Share on other sites More sharing options...
rickerhk Posted December 31, 2010 Share Posted December 31, 2010 This is what I use: scn MyNPCLuckyShadesScript BEGIN ONEQUIP set MyNPCRef.iwait to 0 set MyNPCRef.iFollow to 1 MyNPCRef.moveto player 50 50 0 MyNPCRef.evp ShowMessage MyNPCLuckyShadesDone Player.UnequipItem MyNPCLuckyShades 0 1 Player.AddItem MyNPCLuckyShades 1 1 Player.RemoveItem MyNPCLuckyShades 1 1 END MyNPCLuckyShades is a copy of an armor item with no biped slots selected and with this script attached to it.When the object is equipped in the Pipboy, this script sets my NPC to follow if it was waiting, moves it, shows a message 'Your NPC was moved to the player'. The unequip/add/remove makes the pipboy update the fact that the item has been unequipped. Link to comment Share on other sites More sharing options...
EViLKeNn Posted January 1, 2011 Author Share Posted January 1, 2011 Thanks!!! :thumbsup: but you think this script run with my object (party hat) ??? Link to comment Share on other sites More sharing options...
EViLKeNn Posted January 1, 2011 Author Share Posted January 1, 2011 I start my script for my teleporter object (party hat) in this mode: scn NVFawlordTeleportingHatSCRIPT begin OnEquip FawlordRef.moveto player end but its not correct... because I dont know exactly what is my companion Ref... where can I find it? Link to comment Share on other sites More sharing options...
rickerhk Posted January 1, 2011 Share Posted January 1, 2011 I start my script for my teleporter object (party hat) in this mode: scn NVFawlordTeleportingHatSCRIPT begin OnEquip FawlordRef.moveto player end but its not correct... because I dont know exactly what is my companion Ref... where can I find it? In the cell view window, go to the cell that you placed your NPC in. Highlight the NPC, right-click, then 'edit'. The top space is where you give it a RefID. It's blank by default. If you want to do things to objects with scripts, the object needs a RefID. So just type FawlordRef in the space and save it.Your script will work fine with the hat object. All the other stuff I have in my script is just fluff ;) Link to comment Share on other sites More sharing options...
EViLKeNn Posted January 1, 2011 Author Share Posted January 1, 2011 Ah... ok!! Thanks!!! I'll try it!! and i'll say you if all right!! :thumbsup: Link to comment Share on other sites More sharing options...
EViLKeNn Posted January 2, 2011 Author Share Posted January 2, 2011 Yeah!! script run perfectly!! :thumbsup: :woot: Link to comment Share on other sites More sharing options...
Jasmiyne Posted January 16, 2011 Share Posted January 16, 2011 I have a working teleport script that, for some reason, works only if it's a .esp. If I change the plugin to a .esm, it ceases to fire. Any thoughts given such vague information? Link to comment Share on other sites More sharing options...
Nadimos Posted January 16, 2011 Share Posted January 16, 2011 just today i have been wondering on how to do this. thanks. i admire this. we should have a database! Link to comment Share on other sites More sharing options...
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