MrMiggins Posted November 7, 2011 Share Posted November 7, 2011 (edited) Hi, Thanks for reading this and I would be very grateful for any help. I'm a total newbie to modding, but I'm a programmer so I'm not a complete know-nothing. I've got quite a few mods installed as well as GECK, and I'm trying to make a few small changes to Star Paladin Cross's behavior. But I'm stuck. My favorite mod is the Sydney Follower, and I'm trying to emulate some of the changes made to her in that mod for Star Paladin Cross. Apart from Project Beauty I don't have any other mods installed that affect Cross, so that shouldn't be a problem. Quite simply, I want her to be able to chill out at my Megaton House with Sydney instead of being rooted to the spot in Guard mode wearing the full-body Enclave armor I picked up on our travels. I want to create some AI packages so that when I tell her to wait, and if we're in my Megaton house, she'll slip into something a little more comfortable and go into Sandbox mode rather than Guard. So, I'm going into GECK, selecting a vanilla Star Paladin Cross and going to "AI Packages" I'm creating a new Sandbox package type called "1StarPalladinCrossMegatonRelax" which goes to the top of the list. For the condition, I'm putting "GetInCell 'MegatonPlayerHouse' == 1.000" However, it doesn't work. The game just crashes. Perhaps this has something to do with the house mod (Megaton House Overhaul)? Is there another way I can check that she's in the Megaton house? OK. I also want to change her clothing when she goes into Sandbox mode because it seems ridiculous to have her wandering about the house in power armor, but I'm not sure where the Reference variables go. I go to Begin/End/Change and I put the reference variables in with the code in the result script box but when I look at other mods that people have done I don't see this. Is there another way? ref StarPaladinCrossREFref SexySleepWearREF set StarPaladinCrossREF to StarPaladinCrossset SexySleepWearREF to OutfitPrewarNegligee StarPaladinCrossREF.additem SexySleepWearREF 1StarPaladinCrossREF.equipitem SexySleepWearREF I can't get this to work either, but I'm sure those first four lines should be going somewhere else. Any help you can offer would be gratefully received! Edited November 7, 2011 by MrMiggins Link to comment Share on other sites More sharing options...
jackarcher Posted November 7, 2011 Share Posted November 7, 2011 hmm. i know i have a mod that makes the vanilla companions sandbox when you tell them to wait. thats what i use.ill post the link if i find it. and see how that guy scripted it if i get the time as far as changing clothes on the wait command, i'm clueleesssbest of luck, Link to comment Share on other sites More sharing options...
MrMiggins Posted November 7, 2011 Author Share Posted November 7, 2011 (edited) hmm. i know i have a mod that makes the vanilla companions sandbox when you tell them to wait. thats what i use.ill post the link if i find it. and see how that guy scripted it if i get the time as far as changing clothes on the wait command, i'm clueleesssbest of luck, Hi cheers for the reply. Yes, I know there is a mod out there that puts the followers in sandbox mode (Followers Relax), but I'm interested in learning how to do it myself. Also, as far as I'm aware, that mod doesn't check the location before setting to Sandbox mode. Edited November 7, 2011 by MrMiggins Link to comment Share on other sites More sharing options...
Agnot2006 Posted November 7, 2011 Share Posted November 7, 2011 I use add and RemoveScriptPackage in the topic result script box to force packages to start so RemoveScriptPackage then addScriptPackage "nameofpackage" But for a sandbox I would have my companion’s sandbox package at current location at the bottom of the companions package list along with a sleep package just above it, then when all packages are removed by script etc she will use the ones in her own package list and as long as nothing overwrites it above. I.e. if there anything is above it in the list it must have a condition that the companion is following or something that stops it working when she is told to relax - not Following. Link to comment Share on other sites More sharing options...
MrMiggins Posted November 7, 2011 Author Share Posted November 7, 2011 I use add and RemoveScriptPackage in the topic result script box to force packages to start so RemoveScriptPackage then addScriptPackage "nameofpackage" But for a sandbox I would have my companion’s sandbox package at current location at the bottom of the companions package list along with a sleep package just above it, then when all packages are removed by script etc she will use the ones in her own package list and as long as nothing overwrites it above. I.e. if there anything is above it in the list it must have a condition that the companion is following or something that stops it working when she is told to relax - not Following. Hey thanks, Agnot. That was very useful. I'm still wondering about the reference variables. Where are they normally declared via GECK? Could anyone give me some more info. Link to comment Share on other sites More sharing options...
Agnot2006 Posted November 8, 2011 Share Posted November 8, 2011 I normally create a quest script just for declaring the variables just a list of “Short Variablename” then attach it to the quest for the companion. Then it can be called anywhere even in other object scripts by using the questID dot variable name. Or in the quest topics by using getquest variable. Link to comment Share on other sites More sharing options...
MrMiggins Posted November 14, 2011 Author Share Posted November 14, 2011 Ah well... I think I'm going to give up on this. The learning curve is just too steep for me. I've managed to make a small mod to modify Star Paladin Cross's dialogue, so that she now doesn't talk about "being vigilant" or there being "a foul stench" when she's in Megaton. That works well. But changes to the AI packages (adding two sandbox modes for day/night in the Megaton house) are conflicting with something (possibly Project Beauty) and refusing to work (either crashing the game or doing nothing depending on the load order). I'm pretty sure that all the code is perfectly fine, but I just can't resolve the conflicts after many, many attempts. Oh well. Link to comment Share on other sites More sharing options...
MrMiggins Posted November 16, 2011 Author Share Posted November 16, 2011 Ah well... I think I'm going to give up on this. The learning curve is just too steep for me. I've managed to make a small mod to modify Star Paladin Cross's dialogue, so that she now doesn't talk about "being vigilant" or there being "a foul stench" when she's in Megaton. That works well. But changes to the AI packages (adding two sandbox modes for day/night in the Megaton house) are conflicting with something (possibly Project Beauty) and refusing to work (either crashing the game or doing nothing depending on the load order). I'm pretty sure that all the code is perfectly fine, but I just can't resolve the conflicts after many, many attempts. Oh well. Back in the game again. Discovered that ai packages can be added on the fly in a script rather than to the set of NPC defined packages. No conflicts! Link to comment Share on other sites More sharing options...
Agnot2006 Posted November 16, 2011 Share Posted November 16, 2011 You can even add and remove them in a topic result script boxes Link to comment Share on other sites More sharing options...
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