ObLars Posted July 13, 2011 Share Posted July 13, 2011 Hello. Im having some.. Minor trouble getting my Companion to work as i want him too. I think i messed up with the Conditions of tasks etc. What i wanted to achieve was that he would follow me when i say "Follow me" i.e.. And he does, he just messed up 50% of the time, idk what i did wrong. And i also got a topic which says "Go back to the guild" with 4 default packages ready to be used with conditions etc. He just won't follow my orders :( Anyone? :psyduck: Link to comment Share on other sites More sharing options...
David Brasher Posted July 13, 2011 Share Posted July 13, 2011 To get a quick response from your NPC you may need to use the command:evp(evaluate package.)Otherwise, he may wait until the turn of the hour to reevaluate his package and go to where he is supposed to be. Order of packages in the list is very important. The computer starts at the top of the list and uses the first package it finds with conditions that are met. So if you gave your NPC an eat package with no conditions and a sleep package with no conditions, and the eat package was first on the list, the NPC would eat 24 hours a day, 7 days a week, and never ever sleep at all. In order to trigger companion packages such as you describe, a quest variable is usually set, or for one-time use companions in a quest, a SetStage may be used. Have you set this up properly? It can be tricky if you have never done it before, and if you mess one little thing up, then it won't work. These conditions are usually set in result scripts attached to dialog infos. You may want to check the conditions on your AI packages. It is possible that none of them are met. If an NPC has no package with conditions that are met, it will stay the course and continue whatever it is doing. So if your companion is following and you tell him to stop, he will keep on following if all his other packages are broken or do not have conditions which are met. Link to comment Share on other sites More sharing options...
ObLars Posted July 13, 2011 Author Share Posted July 13, 2011 To get a quick response from your NPC you may need to use the command:evp(evaluate package.)Otherwise, he may wait until the turn of the hour to reevaluate his package and go to where he is supposed to be. Order of packages in the list is very important. The computer starts at the top of the list and uses the first package it finds with conditions that are met. So if you gave your NPC an eat package with no conditions and a sleep package with no conditions, and the eat package was first on the list, the NPC would eat 24 hours a day, 7 days a week, and never ever sleep at all. In order to trigger companion packages such as you describe, a quest variable is usually set, or for one-time use companions in a quest, a SetStage may be used. Have you set this up properly? It can be tricky if you have never done it before, and if you mess one little thing up, then it won't work. These conditions are usually set in result scripts attached to dialog infos. You may want to check the conditions on your AI packages. It is possible that none of them are met. If an NPC has no package with conditions that are met, it will stay the course and continue whatever it is doing. So if your companion is following and you tell him to stop, he will keep on following if all his other packages are broken or do not have conditions which are met. The evp really did the trick, mate :wub: Forgot all about that! ;D Although, if i load the game, run over too him, ask him to join me, he then follows me to whatever end, and then i tell him to go back home, he walks home.. And i ask him once again to join me. He says okai. But nothing happends lol. He just keeps running the last package, i presume. Link to comment Share on other sites More sharing options...
David Brasher Posted July 13, 2011 Share Posted July 13, 2011 (edited) Does your result script on the dialog info in which he says, "Okay" properly change your quest variable? Example: Set AAOBQuest01.Follow to 0 AAOBMyNPC.evp Edited July 13, 2011 by David Brasher Link to comment Share on other sites More sharing options...
ObLars Posted July 13, 2011 Author Share Posted July 13, 2011 Does your result script on the dialog info in which he says, "Okay" properly change your quest variable? Example: Set AAOBQuest01.Follow to 0 AAOBMyNPC.evp StopWaiting FGGuardFollow set FGFollowerOdo.FGFollow to 1 ChorrolFGPorterREF.evp Wait FGGuardFollow set FGFollowerOdo.FGFollow to 0 ChorrolFGPorterREF.evp That's how it is right now :x Link to comment Share on other sites More sharing options...
ObLars Posted July 14, 2011 Author Share Posted July 14, 2011 Woah, i worked it out. Thanks too you :D <3 Lol, by the way. Could you think of any reason to why the Porter won't use any other armour then Steel? I Deleted his whole inventory, put some iron in it. He wont use it, aaaand, hes still wearing full steel : < Link to comment Share on other sites More sharing options...
David Brasher Posted July 14, 2011 Share Posted July 14, 2011 This sounds the the savegame memory issue. If your character has ever met the porter before, then your savegame will know and remember that he is wearing steel. In order to see new changes that you make in the CS, you may have to back up to an old savegame, start a new character, use a character who has never been to the location before, go away and wait awhile before coming back, kill the porter and resurrect him, or otherwise trigger an NPC reload. Link to comment Share on other sites More sharing options...
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