djmystro Posted February 26, 2011 Author Share Posted February 26, 2011 Well I'm getting there slowly. I changed the conditions on the AI packages to look for new quest variables (TrooperAGuard, TrooperBWait etc...). That works well and now I can get my NPCs to behave reasonably well. Only one last problem I can see (some problems with the Deathclaw but I just noticed I left No Low Level Processing Ticked on him). For some reason the character wheel is showing on random Troopers. The effect is very much random in that I have six troopers all using the same quest dialogue block (like with Doctors) and I copied and pasted thier conditions as I went through altering names as I went. One of these has been affected along with my Deathclaw and Corporal Iapicca (who can be hired independently without the others with the correct speech skills). I can't figure what makes the companion wheel show on some and not on others. Also I am getting the message about too many companions again but at least they are obeying orders now.The wheel also does not work properly in its current state (I only tested wait/follow commands and you still have to go to 'Talk To' in order to give those commands) so I have no idea why it's appeared in the first place. Link to comment Share on other sites More sharing options...
davidlallen Posted February 27, 2011 Share Posted February 27, 2011 The key thing that makes the wheel appear is <npcref>.SetPlayerTeammate 1. So perhaps you have set that on some but not others. The key thing that makes the wheel *work* is dialog topics. There are about 15, such as FollowersWait, FollowersTrade, etc. The wheel basically fires these topics at the NPC as if the user had triggered them through dialog. You can look at one of the companion generators like nccs, or look at the dialog quests for Veronica, Boone, etc. Link to comment Share on other sites More sharing options...
djmystro Posted February 27, 2011 Author Share Posted February 27, 2011 OK, thanks to all of your help I now have the human NPCs working 100% as intended (dialogue box orders, no companion wheel) so that is good news. I was under the impression that the setplayerteammate command was what was getting people through the doors. I also entered a load of scripts adding every character as a teammate but on further inspection they have all dissapeared which confused me for a while (I probably spelt em wrong). It turns out it was just a combo of the no low level processing and not loading an old enough save that was causing the door issue with the humans.The Deathclaw on the other hand is still giving me aggro refusing to go through doors. I'm not sure why, all the relevant boxes are unticked. I will try again tomorrow with a very early save just to make sure the processing thing is not the problem again (but I did try from a save before entering the area he is in). I just noticed that he still had 'Continue if PC Near' box ticked in AI for close follow package. I'm not sure if this could be causing that problem though and it will take too long to test through properly again tonight so any advice is still more than welcome in the meantime. Link to comment Share on other sites More sharing options...
djmystro Posted February 27, 2011 Author Share Posted February 27, 2011 Still no luck getting my Deathclaw, Masseling to open doors. I tried adding a script to teleport him in case of seperation with the player but I guess it only works in the same cell coz it saved fine but it's not doing anything. This is what that looks like: begin gamemodeif (player.getdistance MasselingREF >= 2048) && (getstage aamasselhirequest >= 10)MasselingRef.moveto Player 50 50 0endifend I have made sure the boxes are unchecked regarding to not opening doors, no low level processing and continue if PC near. I have tried playing from a game saved before exiting Doc Mitchells (just short of a new game essentially) and have tried the kill/resurrect commands too to be on the safe side but he's not leaving The Underground Market Sector where he initially spawns (or whatever room you teleport him into using moveto player for that matter). On the plus side, before, when trying to select Masseling after he had been hired, using prid he would show up as not in the game if not in the same room (e.g if you left a room with him following you and tried to use prid in the next room it would say his reference ID does not exist). I'm pretty sure these were the after effects of no low level processing but this effect has gone now and he still wont go through the doors. As all the other NPCs are working correctly and I really wan't to get on the with project, if no-one has any further suggestions I'm just gonna remove the option to hire him and make character number 8 a human like the others.If anyone wants to have a look and see if they can figure it out for themselves I can upload a bugfix version again. Other than that advice is still welcome. I will not be removing that option for a few days yet anyway. I'll finish up a few more interiors in the meantime.It would be a shame to loose the option for a Deathclaw companion but I'm all out of ideas. Link to comment Share on other sites More sharing options...
davidlallen Posted February 27, 2011 Share Posted February 27, 2011 For a reason I don't quite understand, checking the "quest item" checkbox for an NPC/creature sometimes makes the game pay higher attention to them when they are in a different room from the player. Checking that box is the only thing I can think of. I know there are other existing deathclaw companion mods but it does seem like a cool idea. Link to comment Share on other sites More sharing options...
rickerhk Posted February 27, 2011 Share Posted February 27, 2011 Didn't think of it before, but on the Creature object, there's another 'can't open door' box. That moveto script should work if it's a quest script and 'start game enabled'. If it's on the creature, it won't. Link to comment Share on other sites More sharing options...
djmystro Posted February 27, 2011 Author Share Posted February 27, 2011 I tried the quest item tag, stangely enough it had not occurred to me before but still no success. I spotted the 'Can't Open Doors' in the creature box traits window but if there is another somewhere I have not found it.The script is a quest script which is start game enabled and is attached to the Deathchlaw's dialogue quest. Link to comment Share on other sites More sharing options...
djmystro Posted February 28, 2011 Author Share Posted February 28, 2011 Yeah - I finally fixed it!I guessed at some point that there must be a problem hardcoded to the Deathclaw base so I created a new creature with a smart Super Mutant base and swapped all the dialogue/packages over. Now he follows me just fine.I guess it's similar to that problem with the Underground faction squabbling with hardcoded likes and dislikes towards cetain creature/faction types. I never did find a fix for that problem but I may try adding a few other factions with specific NPCs in it rather than whole gangs to try and avoid the good guys turning on each other in future. If it helps I'll report back.Thanks again for all your help. Credits on the next update. Link to comment Share on other sites More sharing options...
djmystro Posted March 15, 2011 Author Share Posted March 15, 2011 I have a new prob. I'm trying to create a low loot plugin for the latest version of AWOP. All alternate versions will be patches like this from now on.Unfortunately when I saved and loaded up my new file all the changes were not appearing. The GECK had crashed at some point (this is not the main problem, it was just bug where all the boxes come up blank) and forced me to exit. I reloaded forgetting to set AWOP as a master. When I reloaded properly all my new changes had been designated DUPLICATE000etc... rendering them all useless. I had not expected this (and just lost about four hours of work, not the worse setback I've had though).I made another quick mod and loaded that version up without closing the GECK. In this version I not only removed items but added a few. I started up my game with no visible effects from this new mod either.This feels very similar to the problem I had with reappearing objects in the wasteland. The solution to that was to make my file an .esm. In this case I wanted to avaoid that as this is meant to be a patch and I wanted to help avoid conflicts with peoples load orders.I guess as a result of all this I have a few questions:1: If I made the mod an esm (and used FNVEdit to toggle the ESM Flag) would this fix the problem?2: If so is that likely to cause trouble in peoples load orders? I see 20th Century Weapons functions in this manner and I have had no probs with that but I thought I'd check before I commit myself to another useless file.3: Is there any way to create a patch for AWOP that does what I want (removes and adds stuff) without having to make it an esm if it only applies to AWOP areas and not the vanilla game?4: Is there anyway to restore my first patch mod? e.g. Get rid of all the DUPLICATE named copies and set them all back to how they should be? It seems impossible with AWOP as a master coz I cant rename the objects back to thier original names whilst there are already objects with that name in the same window. On the other hand if I load up without AWOP as a master I'm likely just to the all the DUPLICATE titled copies back again. I'm taking another break for the night I think, so any response will be more than welcome in the meantime. Link to comment Share on other sites More sharing options...
rickerhk Posted March 15, 2011 Share Posted March 15, 2011 1, 3 - from what i've seen in other posts, an area that is already in a save game seems to be resistant to changes, containers have alread spawned loot, etc. so not sure if changing it to an esm is really required. In your case, when you went from an esp to an esm, the objects in the save game that referenced the esp were removed, so perhaps it appeared that changing to an esm fixed it, when all it really did was introduce new objects in the sense that their FormIDs had changed.2 - if you are only modifiying your own objects then there should be no conflict or load order problem, regardless of whether you choose to use an esm or esp. If you are modifiying just loot, and not the world/navmeshes, I would really try to stick with an esp.4 - Take the messed up plugin, in FNVedit, rename the Duplicate editor ID back to what it's supposed to be. Then find the same item in the master. Note it's FormID. Change the form id of the item in the messed up plugin to be identical to the master (all 8 digits) It will then be an override like originally. It will probably take a long time. Link to comment Share on other sites More sharing options...
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