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FNV Companion Mod troubles


HazeMatt2447

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I recently started modding with the GECK and found a tutorial on youtube on how to make a companion mod, something I've been wanting to do for a while. Everything was going smoothly until the fact that whenever I try to hire the companion, all that comes up as a topic selection is the custom goodbye option I put in.

 

Under the FollowersHired topic in his hiring "quest", he has the following conditions:

 

GetScriptVariable | Reference: ***REF (Note, *** is not the actual ref name) HasBeenHired | Value: 0

GetQuestVariable | Quest: '***QuestID', b***Hireable | Value: 1

GetIsID | Creature: *** | Value: 1

 

Under the Result Script section, I have this:

 

Set ***REF.Waiting to 0

Set ***REF.HasBeenHired to 1

Set ***REF.IsFollowingDefault to 1

Set ***REF.IsFollowingLong to 0

Set ***REF.CombatStyleMelee to 1

Set ***REF.CombatStyleRanged to 0

SetPlayerTeammate 1

SetIgnoreFriendlyHits 1

***REF.evp

 

Under the two scripts I have written, I have this:

 

scn ***QuestScript

 

short b***Hireable

short b***DoOnce

 

Begin GameMode

if [b***DoOnce != 1]

Set b***Hireable to 1

Set b***DoOnce to 1

EndIf

End

 

And:

 

scn ***Script

 

short HasBeenHired

short L38

short DoOnce

 

int CombatStyleRanged

int CombatStyleMelee

int IsFollowingDefault

int IsFollowingLong

int FollowerSwitchAggressive

int Waiting

 

Begin GameMode

If [DoOnce != 1]

Set HasBeenHired to 0

Set L38 to 0

Set CombatStyleRanged to 0

Set CombatStyleMelee to 1

Set IsFollowingDefault to 0

Set IsFollowingLong to 0

Set FollowerSwitchAggressive to 0

Set Waiting to 0

Set DoOnce to 1

EndIf

End

 

That's about all that I think would cause the problem. If it isn't obvious, the character is a creature. Something else that happens is that whenever I speak to it, its dialogue is up for a fraction of a second then disappears. Is that because I don't have voice files loaded for it yet?

 

Thank you all so much in advance!

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You mention that when you try hiring the only option that shows up is your goodbye. Which I would assume you would want your hire option to show up as well. There is a check box in the topic tab of your quest data. Top-Level see if the other options you want displayed at the start of initiating hiring IE Come with me! is checked for Top-Level.

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Nah priority is just the order the topics will show up in dialogue. Did you set up your AI packages? The main differences between your's and mine is I have a L38 quest check in the quest script. So I can't send the companion to the L38 if I haven't unlocked it yet. If you are watching the same vid I did you will get to that point. The second thing is if it is the same vid series he makes some mistakes he corrects throughout the rest of the videos. You might also want to check the Goodbye box for the Hired topic as well. This exits dialogue after hiring them. Did you do any tweaks to the Greeting (god awful thing that one XD).

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Yeah I have my AI packages set up. The only thing with Greeting is that it's targeted to my creature. I just put in for the L38 to be locked as a home location until the player has unlocked it. I just made the goodbye available only when hired. When I talk to him, he doesn't allow a response, and returns the player to play the game normally.

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