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how to reference companions that are following you.


angelwraith

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my mod is crashing because there is a interior space that has no doors and when the player is moved there using teh moveto function no long after the game crashes, i have debugged for 3 days trying different things and i have narrowed the cause down to the companion, if they are set to follow, the game crashes, if not its all good..

 

now heres where i need help, in order to prevent the game from crashing i need to be able to reference the follower in script so i can use the moveto command to just put them into the cell manually (navmesh is already set up) that way the game wont crash due to routing issues.

 

please please please how do you make a script reference all companions that are following the player (and i mean all some people cheat and run around with more than one companion following them and i dont want their games to crash either.)

 

the rest of the script is ready but this has me stuck please help!!

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There is a good example script you can use in the base game, which shows how to do this. The script for the Gomorrah Elevator has special cases for each of the companions. This may help for base game companions. I have a little experience in custom companions, but the custom companion script should be "in charge" of keeping the companion near the player. Probably if you use the Gommorah script your crash will be solved for base game companions.
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Have your beacon do a Reference Walk for actors. http://www.cipscis.com/fallout/tutorials/loops.aspx which will scan the surrounding area and get the references of Actors. Once you get a reference, there are a bunch of different tests you can do on them. The simplest is probably:

if ActorREF.GetPackageTarget == Player ;take actors/companions that are actually following

ActorRef.MoveTo MYHouseMarkerREF

endif

 

The REF walk is done in one frame.

 

Then wait a few frames and move the player LAST.

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