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my dawg dont do right


LadyHonor

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I've made what I thought would be a simple mod that would allow the player to get Dog if he/she wasn't a human noble and forgot to save him at Ostagar and it actually was very easy to make. It took me less than an hour. BUT there is a teeny weenie problem. My adorable little elf, Faedric, and dog both show up in camp like they are supposed to and you have the option to buy dog from him like it's supposed to work. Dog joins your party. The screen opens so you can name him. He does all his little ambient stuff....BUT his inventory screen is for a humanoid follower, ie you can put him a full set of armor and give him a sword. those items don't show on him, but the perks are there. Any ideas on how to fix this?
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here's my script...sorry if it looks crappy. I'm pasting it from my cell.

 

#include "wrappers_h"

#include "plt_gen00pt_party"

#include "plt_lh_add_dog"

 

void main()

{

if (WR_GetPlotFlag(PLT_GEN00PT_PARTY, GEN_DOG_RECRUITED) == FALSE)

{

if (WR_GetPlotFlag(PLT_LH_ADD_DOG, LH_FAEDRIC_CREATED) == FALSE)

{

object oArea = GetObjectByTag("cam100ar_camp_plains");

location vFaedricLocation = Location(GetArea(oArea), Vector(125.886, 122.712, -0.829401), 180.0);

location vDogLocation = Location(GetArea(oArea), Vector(125.109, 123.52, -0.794988), 180.0);

 

CreateObject(OBJECT_TYPE_CREATURE, R"lh_faedric.utc", vFaedricLocation);

CreateObject(OBJECT_TYPE_CREATURE, R"gen00fl_dog.utc", vDogLocation);

WR_SetPlotFlag(PLT_LH_ADD_DOG, LH_FAEDRIC_CREATED, TRUE);

}

}

}

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I'm using all of the original plot flags from the game via dialog using genpt_dog_main to hire, name, and set approval. hope all this info helps.
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I am iusing the ones already written in the toolset and using dialog to set the flags. would I really need to write another recruiting script when they already exist?
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because the recruiting script is where the class is set (in most cases). It doesn't mean that the problem is in the recruiting script, it means it COULD be in the recruiting script.

 

You are also using the utc created by the toolset, yes?

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from your code:

CreateObject(OBJECT_TYPE_CREATURE, R"gen00fl_dog.utc", vDogLocation);

 

You are creating dog, you probably only need to set him active and move him to that location. Your code is creating him, not you personally.

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I think CreateObject is the problem. if I put Dog in the area he works fine. Simply setting him active doesn't work because he isn't physically in the area. there is only a waypoint. Any suggestions on how to get him in there without having to override the entire area or use PRCSCR?
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