LadyHonor Posted October 8, 2015 Share Posted October 8, 2015 I'm making a custom companion and I have a compatibility question. I haven't altered any of the original scripts, items, areas, etc, so I don't believe there will be issues there. BUT there are so many companion mods out there. how can I work that in to the character stage? or is it even possible? any suggestions on how to work around that? Link to comment Share on other sites More sharing options...
mcgoy Posted October 8, 2015 Share Posted October 8, 2015 Four options1. Don't worry about compatibility and just tell everyone that your Companion mod isn't going to be Compatible with any other Companion mod. 2. Put your Companion on the default char_stage and let other modders add your Companion to their partypickers if they want to (since I may be the only one actively creating new Companions this may have the same result as the 1st option) 3. Create a partypicker with the waypoints for your new Companion and every Companion from a mod that you want to be Compatible with. 4. Create a partypicker with waypoints for ALL Companions that you can find documentation for. Karma sent me her partypicker privately so I used it as my starting point. It had all of the Companion mods that had been added at that time. I don't know if she has uploaded it anywhere as a common resource for modders. There have gotten to be SO MANY Companions that I'll probably upload two versions of the partypicker the next time I upload my mod - ALL of the Companions which becomes incredibly crowded and Companions from the mods that I like. Players will have to be responsible and select which partypicker they want to use. Link to comment Share on other sites More sharing options...
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