BlueBeard1983 Posted September 7, 2011 Share Posted September 7, 2011 I'm trying to create a mod for a player house, and one of the features I want to use is being able to dismiss companions to the house. I was wondering if anyone knows what I'd have to do to make this possible. I've already added a marker in the house,and Ive looked through the companion conversations, but I can't figure out what I need to put in the scripting for it. Link to comment Share on other sites More sharing options...
Sindrie Posted September 8, 2011 Share Posted September 8, 2011 How i did it was I (first i did not use any markers) made( i will be using my L38 package for example should work for your house) a package sandbox type in the first tab where it says wandr location and a clickable box under it click it and and tick "in cell" and put the cell (your house) then then in conditions you need to use a varible like FiredToHouse and set it to =1 and in diablogue when you fire him/her in the sriptresults make it say "set actorREF.FiredToHouse to 1" (actorREF being what ever your ref is for example chet form goodsprings it GSChetREF) and that should do it when you fire him/her he should start to travel to your house. It worked for me in the L38 hopefuly it will for you too. Link to comment Share on other sites More sharing options...
drakeelvin Posted September 9, 2011 Share Posted September 9, 2011 (edited) In GECK, find the quest: -- VNPCFollowers Find the two topics: -- FollowersFiredYes-- FollowersFiredYesSuite In the end scripts for these topics you'll see how the companion settings get updated and companion gets teleported to the appropriate location. Sounds like you put the marker in place so thats good. The teleport command is now easy. For example, to teleport Cass back home they use this command: RoseofSharonCassidyREF.MoveToMarkerWithFade CassHomeMarkerREF EDIT: If you're wanting to dismiss vanilla companions to your house you'd need to create a FollowersFiredHouse topic with a dialogue entry for each companion, then link it as a child of the "FollowersFired" topic. The FollowersFired topic is the parent of FiredYes, FireSuite, so you'd add FiredHouse to that list. You can pretty much just follow how they did FollowersFiredYes and FollowersFiredSuite and use the exact same format for your new FollowersFiredHouse topic. As the previous poster said, you will also need to add an AI Package to keep the companion sandboxing at that location. In VNPCFollowers quest, in the script, you'll see reference to boolean variables fired and fired L38 so your dialogue quest should add boolean variables for fired to house, then add an AI Package that has them sandbox in your house when the variable is set. p.s. If you want a basic functioning companion with all the essential vanilla game elements already done you could start with, Amigo Cafe. It is a mod I designed originally for myself to be able to start a new companion from a basic working stage and focus on adding custom things like quests etc, and not have to reinvent the essential elements like follow, combat, wheel, fired, etc.... but I ended up releasing it for others to use. Edited September 9, 2011 by drakeelvin Link to comment Share on other sites More sharing options...
BlueBeard1983 Posted September 11, 2011 Author Share Posted September 11, 2011 Thanks for the help guys. :biggrin: Link to comment Share on other sites More sharing options...
Recommended Posts