Gam3r87 Posted August 20, 2015 Share Posted August 20, 2015 to have a companion using the hardcore needs like say if the companion is not voiced but instead uses animations to show they need to eat or drink and fall on the ground if they too tired too walk and have to find a bed near by to sleep in perfect for my dust companion which was made for the hardcore mode anyways Link to comment Share on other sites More sharing options...
Jokerine Posted August 20, 2015 Share Posted August 20, 2015 I think it should be, although maybe not directly using the hardcore needs themselves (some of that stuff is hard-coded I think - don't quote me on that) but some kind of imitation. For instance. Vanessa has a tracking quest to see how often she is given whisky and complains if she hasn't had any. So if you look at her scripts you could find a way to make a follower ask for water or food. Not sure how you'd handle the sleep, but it would be a start. Link to comment Share on other sites More sharing options...
llamaRCA Posted August 20, 2015 Share Posted August 20, 2015 to have a companion using the hardcore needs Yes, it's possible, but you'll have to build/script the entire thing. The companions have no needs of their own (just like they aren't affected by radiation). You could do it in a bunch of different ways. Here's a couple: You could try to use the values the game uses to track the players needs and use those values on the companion (sync the companion's needs to the player's needs). I don't know what these are, though. You'd have to go looking to figure it out. You could set it up with timers. Every so often the companion indicates a need for eating, drinking, sleeping, etc. Then you can make a choice about how often you want the companion to actually interrupt the player to say its needs need to be met. Players will enjoy providing for a companion they like, but they will quickly find the companion annoying if it's nagging frequently about what it needs. So, if it was me, I'd come up with several ways for the companion to indicate to the player that needs need to be met: I'd use dialogue (sometimes he chats about it, sometimes he asks directly, sometimes he mentions that the player looks like he could use something). I know you said you don't want a voiced companion, so chatting is out, but you could have him do a greeting prompting the player about needs rather than the companion interrupting the player for that. I'd try to set it up so the companion only interrupts the player when the needs are urgent. To do that I'd set it up so the player knows what the companion needs and that he can meet those needs preemptively. Then I'd be monitoring the companion to know if he has usable food or water in his inventory (checked when timer ends) and I'd monitor when the companion sleeps. If he already has what he needs (has stuff in inventory or has slept, no prompting needs to be given to the player and items need to be removed from his inventory if he's eating or drinking). I'd expect the player to rely on this method and would expect the dialogue (voiced or unvoiced) to only be necessary when/if the player forgot to give the companion something he needs. This is in no way describes everything you could do or the best way to do it. It's just my first impressions/ideas of how I'd go about building something like that. Edited for clarity Link to comment Share on other sites More sharing options...
RoyBatterian Posted August 21, 2015 Share Posted August 21, 2015 There's game settings and a formula for determining how much needs increase per day, you could create your own actor values or script variables to use and track the needs. A short quest script which runs every say... 60 seconds to modify the needs based on the formula for per day increase. I don't remember what the formulas are off hand, but you can look into project nevada extra options for it, this will convert the gamesetting value into a per/day value which you can use to calculate it yourself. If you want your companions to have the same rates as other mods set that is, like jsawyer, pn or imcn. It's also based on time scale settings, so that needs to be taken into account. There's also stages of deprivation which are also controlled by game settings (which jsawyer also changes), which sets the stages which negative effects occur. You can use these to control barks or messages and set actor effects which affect your companions. Hope this helps. Link to comment Share on other sites More sharing options...
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