CourierandWanderer Posted November 25, 2015 Share Posted November 25, 2015 (edited) So I find this mod that enables Sarah Lyons as a companion for Tale of Two Wastelands after you complete Broken Steel. Well, it works; but there's a modification I was trying to apply that doesn't work. I was trying to make the mod compatible to the "Followers Go Home" mod, so that I could send her to the Megaton home and perhaps the Lucky 38. I've been trying to make all of that possible, but the additional dialogue options I made and the scripting to make this happen is not working. I start by creating a dialogue that should send her to the Megaton home, but the dialogue option just doesn't appear for whenever I fire her. I am going to post the .esp file onto this post for others to look at and tell me what is wrong with it. It'll be in a ZIP folder. What am I missing? Be sure to look at the mod's dependencies before running it! Note to self, these modifications I'm creating are not official; and I will not be uploading this without the consent of the mod's original creator. However, whoever helps me in solving this puzzle, I will give to. :smile: Let me know if you have any problems with it. And please, give feedback and useful tips. UPDATE:Well, I got the dialogue option to work, and Sarah Lyons will actually be transported to the Megaton home; but then she starts walking out of the interior and heads back to the Citadel. Apparently, she has not been assigned to the Megaton home sandbox for the TTWInteriors mods. Is there some special way in fixing this? I'm replacing the uploaded file with the updated version. Actually, I can't. The forum won't let me. Edited November 25, 2015 by CourierandWanderer Link to comment Share on other sites More sharing options...
chucksteel Posted November 25, 2015 Share Posted November 25, 2015 try putting an "Add Script Package" block in her fire Result script. Pick one of the Default sandbox packages. I'm not sure if this is the way to go or if it will even work without being in the GECK but off hand it's my best guess. Link to comment Share on other sites More sharing options...
CourierandWanderer Posted November 25, 2015 Author Share Posted November 25, 2015 (edited) On 11/25/2015 at 6:45 PM, chucksteel said: try putting an "Add Script Package" block in her fire Result script. Pick one of the Default sandbox packages. I'm not sure if this is the way to go or if it will even work without being in the GECK but off hand it's my best guess. Can you clarify that for me please? I don't think I understood you. And perhaps a picture or screenshot might help as well? And what are the names of the default sandboxes? Edited November 25, 2015 by CourierandWanderer Link to comment Share on other sites More sharing options...
chucksteel Posted November 25, 2015 Share Posted November 25, 2015 add scrip package I'm not in the geck but add a line in the Fire dialogue (for the Megaton home) result script. I assume you set an Xmarker in megaton she gets teleported too and that should be in the result scrip. Place the add scrip package line after the "move to" line. Link to comment Share on other sites More sharing options...
CourierandWanderer Posted November 25, 2015 Author Share Posted November 25, 2015 (edited) On 11/25/2015 at 7:14 PM, chucksteel said: add scrip package I'm not in the geck but add a line in the Fire dialogue (for the Megaton home) result script. I assume you set an Xmarker in megaton she gets teleported too and that should be in the result scrip. Place the add scrip package line after the "move to" line. Interesting. Well, here's the current result script for the "firing to Megaton home" dialogue. set VNPCFollowers.bHumanoidInParty to 0;DLC03SarahRef.removeperk CompanionSuiteSetAV Assistance 0 set DLC03SarahRef.DLC03SarahLyonsHired to 0set DLC03SarahRef.DLC03SarahLyonsFired to 1set DLC03SarahRef.Waiting to 0set DLC03SarahRef.IsFollowingDefault to 1set DLC03SarahRef.IsFollowingLong to 0set DLC03SarahRef.IsFollowingShort to 0DLC03SarahRef.SetCombatStyle FollowersCombatStyleRangedset DLC03SarahRef.CombatStyleRanged to 1set DLC03SarahRef.CombatStyleMelee to 0DLC03SarahRef.SetPlayerTeammate 0DLC03SarahRef.RemoveFromFaction FollowerFaction ShowMessage FollowerMessageLeaveDLC03SarahLyons02 set VNPCFollowers.nCurrentFollowers to (VNPCFollowers.nCurrentFollowers - 1)if VNPCFollowers.nCurrentFollowers == 0 set VNPCFollowers.bPlayerHasFollower to 0endifDLC03SarahRef.ResetAIDLC03SarahRef.MoveToMarkerWithFade DCHomeCompanionMarker01REF Is there a specific line where I have to place the AddScriptPackage command?This is how all the other companions are scripted by the way.Also, I don't know what script packages are default and which are used for these companions. Edited November 25, 2015 by CourierandWanderer Link to comment Share on other sites More sharing options...
chucksteel Posted November 25, 2015 Share Posted November 25, 2015 (edited) I know all the other companions are scripted that way but she is not a vanilla companion and my bet is that she has another package telling her to go back to the Citadel. The "Add Script Package" should take precedence over any other packages and keep her in the megaton home until you hire her again and a new package is applied. DLC03SarahRef.AddScriptPackage PackageID:ref after, DLC03SarahRef.MoveToMarkerWithFade DCHomeCompanionMarker01REF, The new package will be added when she is on her way to the megaton home. again without looking or testing I don't know if this is the best way to do this but it should work and it's how I did the Wadsworth switch in the megaton home. the switch adds new packages when you choose his command. Edit: You may also have to remove the Reset AI line. Not sure you'll have to test. Edited November 25, 2015 by chucksteel Link to comment Share on other sites More sharing options...
CourierandWanderer Posted November 25, 2015 Author Share Posted November 25, 2015 On 11/25/2015 at 7:53 PM, chucksteel said: I know all the other companions are scripted that way but she is not a vanilla companion and my bet is that she has another package telling her to go back to the Citadel. The "Add Script Package" should take precedence over any other packages and keep her in the megaton home until you hire her again and a new package is applied. DLC03SarahRef.AddScriptPackage PackageID:ref after, DLC03SarahRef.MoveToMarkerWithFade DCHomeCompanionMarker01REF, The new package will be added when she is on her way to the megaton home. again without looking or testing I don't know if this is the best way to do this but it should work and it's how I did the Wadsworth switch in the megaton home. the switch adds new packages when you choose his command. Wadsworth switch in the Megaton home? What do you mean by that? Link to comment Share on other sites More sharing options...
chucksteel Posted November 25, 2015 Share Posted November 25, 2015 what version of TTWInt are you using? in TTWInt v5.4, have a charging station in the corner by the door where Wadsworth will just stand unless you hit a switch and tell hime to move around the home as he would in vanilla. Link to comment Share on other sites More sharing options...
CourierandWanderer Posted November 25, 2015 Author Share Posted November 25, 2015 (edited) version 2.9.4b What script package did you use for Wadsworth? Edited November 25, 2015 by CourierandWanderer Link to comment Share on other sites More sharing options...
chucksteel Posted November 25, 2015 Share Posted November 25, 2015 (edited) Not TTW itself TTWInteriors. Edit: There have been quite a few updates to my mod over the last few months. Edited November 25, 2015 by chucksteel Link to comment Share on other sites More sharing options...
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