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Default Companion Idle Marker question


wektis

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Hi all,

 

Hoping this is a quick yes/no question for someone more experienced at modding than I am.

 

In a player home mod if I were to add specific patrol waypoints and idle markers for the default game companions is that going to mess them around?

 

For example at its most basic lets say I want Veronica to eat breakfast at 5am, go hang out in the armory till 8pm, then sleep from 8pm till 5am to repeat the cycle. Would this make veronica leave her spot @ the route 188 rest stop (or where ever she happens to be) and head to the player home or would the behaviour only kick in if she is asked to wait in the player home cell?

 

Thanks.

 

Wek.

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Plenty of views with no responses so thought I might rephrase the question.

 

Can I specifically associate patrol and idle markers within a cell to default game companions without screwing anything up before the player recruits them?

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I have never messed around with what you are doing and any online info appears to pretty skimpy. My SWAG on this though is she will wander off from her standard location. This little quip from GECK WIKI

 

http://geck.bethsoft.com/index.php/Quest_and_Dialogue_Tutorial#Conditions seems to support that yes the companion will wander off.

 

In AI Packages Tab I delete all entries – if I hadn't done it, Amanda would go away to some mysterious cell and it wouldn't be possible to find her in Megaton Clinic. Now right click on the list of packages and add a New package.

ID: aBHStandardWander

Package Type: Wander

Wander location: Near editor location

Radius: 50

Allowed behavior: (all)

 

"Near editor location" means, that in her common behavior Amanda will stay at place, in a cell where she was added in the GECK.

 

It would seem to me that you need to implement a quest script to make what you want work. quest start she stays at the location she is originally assigned to only using those assigned packages. When you hire the companion that triggers a different/next stage quest script that uses a different set of packages under different package conditions.

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Plenty of views with no responses so thought I might rephrase the question.

 

I have looked in here a couple of times to see if you've gotten any help, and ordinarily could explain it all to you, but have had a terrible migraine for three days and can barely type a regular sentence let alone explain what I need to make it clear to you. Sorry.

 

However, there's a mod in FO3 that does something similar to what you want. You might look at how he's done it. The sandbox package is triggered by a light switch. I don't much like that, as when I go in to just dump off loot, I have to go collect everyone again (what a PITA) but a switch, seems like a great idea.

 

Here's that mod.

 

:) llama

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She will execute her AI packages in the order they are listed on the AI tab, as long as the conditions are met.

So you could modify her 'fired' package to make her go back to your custom home, instead of 188 (but you presumably don't want her to start out in your home, so it may be a new package instead of modifying an existing one).

Then add packages that do the things you listed - eat, armory, sleep, etc.. and put a condition on them that she has to be fired and in your custom home cell.

 

Short answer: the game isn't going to read your mind. It will do exactly what it is told to do whether that's what you intend or not.

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