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Giving Dogmeat the Light Step effect?


Arkngt

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As I understand it, you can't give followers perks. Or rather, you can give them perks, but they won't use them. But isn't there some way that you can make it so that Dogmeat won't set off traps? It seems that Light Step works by setting the CalculateMineExplodeChance to 0. Could you give Dogmeat a token, which is connected to a script, which makes it so his CalculateMineExplodeChance is set to 0? And, if so, how?

 

Ideally, if it works, it would be great if you could set this chance to certain conditions, i.e. the player char sneaking or having the light step perk, but I'd be happy with Dogmeat just being a cautious dog from the start, avoiding bear traps and mines.

 

Anyone who has a tip on how this might be achieved?

Edited by Arkngt
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Yeah I asked about this before and got no reply (I wanted it for my dogmeat mod too lol), what I think I figured out is that the "CalculateMineExplodeChance" only effects the player... ):

I think the rest of the perk could/can work for followers though, its just anything that uses the mine set up will not work.

 

Check this out:

http://www.nexusmods.com/fallout3/mods/19384/?

 

I am glad it works in FNV at least.

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Yeah I asked about this before and got no reply (I wanted it for my dogmeat mod too lol), what I think I figured out is that the "CalculateMineExplodeChance" only effects the player... ):

I think the rest of the perk could/can work for followers though, its just anything that uses the mine set up will not work.

 

Check this out:

http://www.nexusmods.com/fallout3/mods/19384/?

 

I am glad it works in FNV at least.

 

 

Thanks! If

 

 

FO3 Better Followers - Ignore Traps: Followers will ignore several traps (Laser Tripwire, Tripwire, Pressure Plate, Bear Trap). Mines does not support.

 

works for FNV, shouldn't the same work for F3? On the other hand, mines are the biggest issue, so I guess it wouldn't fix my main issue even if ported. Odd that such a simple little thing apparently can't be done.

Edited by Arkngt
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Nope FNV allows NPC to use perks, you give a follower the light step one it will work 100% along with any other perk. I think its a engine change which is not something you can just port over to FO3, only way to "port" it is to use TTW instead of FO3.

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Aha, thanks. I'm actually thinking of trying out TTW for my next playthrough. I have FNV installed anyway, just for resources, ports and so on, so might as well make use of it.

Edited by Arkngt
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