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my mod breaks if your mod adds followers


davidlallen

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Many people use mods where there are new followers added. I don't think the base game deals well with this, and I know my mod doesn't deal well with it. Is there a way to handle this without requiring NVSE commands? For example, the Gomorrah elevator script in the base game includes this, to move your followers through a teleport:

 

	if (VNPCFollowers.bBooneHired) && (CraigBooneREF.Waiting != 1)
		CraigBooneREF.MoveTo rMarker;
	endif
	if (VNPCFollowers.bCassHired) && (RoseofSharonCassidyREF.Waiting != 1)
		RoseofSharonCassidyREF.MoveTo rMarker;
	endif		
	if (VNPCFollowers.bVeronicaHired) && (VeronicaREF.Waiting != 1)
		VeronicaREF.MoveTo rMarker;
	endif
	if (VNPCFollowers.bLilyHired) && (LilyREF.Waiting != 1)
		LilyREF.MoveTo rMarker;
	endif
	if (VNPCFollowers.RaulHired) && (RaulREF.Waiting != 1)
		RaulREF.MoveTo rMarker;
	endif
	if (VNPCFollowers.ArcadeHired) && (ArcadeREF.Waiting != 1)
		ArcadeREF.MoveTo rMarker;
	endif

 

So, if your mod adds a follower, does it also provide a new version of all such scripts?

 

This is bothering me because I have just copy/modified this script to use in my own mod, but if there are other followers, I have no way to know about it.

 

I have seen references to NVSE commands that let you find followers in a better way; but I don't want to force my users to deal with NVSE right now. Is there a non-NVSE, more general way to handle this?

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NCCS deals with this problem in the base companion scripts in its master file

Is there a non-NVSE trick which you have used, to modify all the base game scripts? If it is not specific to your mod, then I can add it to my teleport markers.

 

If your solution is hardcoded or relies on NVSE, is there any possibility to update it to the solution given by Quetzlsacatanango? In that case, your follower will also teleport through my markers instead of being left behind.

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NCCS deals with this problem in the base companion scripts in its master file

Is there a non-NVSE trick which you have used, to modify all the base game scripts? If it is not specific to your mod, then I can add it to my teleport markers.

 

If your solution is hardcoded or relies on NVSE, is there any possibility to update it to the solution given by Quetzlsacatanango? In that case, your follower will also teleport through my markers instead of being left behind.

 

No base game scripts were modified and it does not require NVSE but it is specific to the NCCS companion script. As Quetzlsacatanango points out, it would similarly be up to the creators of every other companion system to add such a fix to their companion scripts as well for this sort of thing to work universally. To my knowledge at the moment NCCS is the only companion system so far that has accomplished this. NosRhyfelwr is the scripter of our team and could give you more info.

 

 

 

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It's really just simple as Quetzlsacatanango pointed out.

 

Just add this to your companion's quest script:

 

if ((Condition1) || (condition2)) ;Conditions or places I don't want teleport to occur
else
if (iFollow) ;following
 if (MyCompanionREF.GetDistance Player > 5000)
  MyCompanionREF.Moveto Player 50 50 0
 endif
endif
endif

I've used this throughout an entire NV game with only one problem - The elevators at vault 22. If there are multiple followers in the party, your's might come through invisible. If you are going to change any vanilla scripts, that would be the one to do. I know I will if I can't find a work-around. It's great to think about compatibility but if it can't be done, don't let it be a show-stopper for what you want to do.

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Hello davidlallen, I got your PM; and as you requested I'm here to weigh in on your issue.

 

I'm not a hundred percent on what it is you're looking for.

 

Are you wanting to just make your companion mod work without risking conflict with others; or were you after a system that would carry over to all companions in any mod?

 

For the record, though: NCCS does not use NVSE, and never will if I have anything to say about it. The companion management system also doesn't use scripts on the NPCs themselves, as I found them to be too unreliable - object scripts in FONV have a frustrating proclivity for just randomly deciding to not run. Ended up having to do it with a quest script and tokens. Perhaps not as elegant as some other solutions, but it works. And, as Herculine notes, no base game scripts are modified in any way; which was one of my requirements for the system to prevent conflicts and overrides. The system also doesn't use any "markers" - it relies on direct MoveTo Player commands, so it works anywhere rather than being location-specific.

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Thanks for the info, you have answered my question. I am making a new quest mod, and I have reused teleporter code from the base game which is a case statement around existing companions. So I was worried that my mod would not work correctly for new companions, whether generated by your toolkit or created from scratch. However, from this thread I have learned that I do not need to worry about this. Your companions will not get left behind by my teleporters, and if somebody else has a companion mod who gets left behind by my teleporter, I will point them at this thread so they can fix their mod.
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Ah, see I'm glad I asked. I had thought you were working on companions themselves, and needed a way to make them keep up with the player in the casinos.

 

Unfortunately, as far as I know, you can't script a building marker or part of a quest mod itself to work with any other-mod-added companions the player may decide to bring along.

 

You might be able to do it with a trigger box and script - but again: object scripts don't run when the player isn't in the same cell as the object, so as soon as the box moves the player it forgets the other NPCs.

 

The problem is you still have to call a reference to move an NPC. I set up variable references that are auto-set by the script; but it still only works on NPCs hired within the NCCS dialog.

 

For your quest mod, my advice would be to just use the script to move the vanilla companions; and beyond that let the companion mod authors worry about how their NPCs will keep up with the player. There's really not a lot you can do about it.

 

Nice of you to worry over it, though.

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