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Custom Companion Issues


BlahBlahDEEBlahBlah

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Hello,

 

I give up on my own on this...been sitting here for a couple days now.

I'm having trouble with a new custom companion.

I can't seem to progress with speaking to her past the recruit stage.

She says "Okay" and the menu closes then nothing. Speaking with her again just starts the recruit stage again. She never progresses to the Recruited stage.

I've looked over it again and again.

 

The first 2 companions I made were fine, the 3rd broke all dialog with every npc (which I and another eventually fixed after pulling him from the mod), the 4th was fine, now the 5th...is being stupid again (haven't even started on the 6th and 7th yet).

Point is, I wish I could just copy the stuff over into new companions and just change the relevant info, but things don't come over with "Copy" or "Duplicate"...not through Creation Kit or FO4Edit.

 

...the process is just lame...lame!

...I hate building companions... =(

 

So, if anyone has any process spots they can remind me to look for something that's been known to be overlooked, please let me know.

Thank you.

 

 

P.S. Something else I can't figure out is when I've set them to initially disabled, to be enable via trigger/script (for the first time), they become only able to say the opening greeting/nothing at all (once enabled)...

...really messing with my quest line. Again, if any ideas...?

I swear that's done in vanilla game a few times... =/

 

 

Edit: This was my thread when I had issues with the 3rd companion: https://forums.nexusmods.com/index.php?/topic/4829555-companion-non-responsive-after-first-dismissal/

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Still fighting with this companion, just can't see what I've missed this time.

 

Should I just wipe the previous work on her and start over?

 

Or does anyone have a special 'known problem spot' to look for?

 

Thank you.

 

P.S. I would have answered how I fixed the other issue the above noted thread...but I was never quite sure...just started working after fooling around with it for, what seemed like, ages.

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Mostly using Piper and Strong on my own to begin with on the first couple, ran into issues with the 3rd and so sought out Seddon's videos for a refresher and help from VerySugoi, then 4 and this one on my own again.

Â

I know it's gotta be in the dialog somwehere. I vaguely remember having some hard to find "this is player initiated"/"This is companion initiated" things that threw me off a few times, but I've triple checked 'em.

It's okay, too much other stuff to do so I'll upload her as just a friendly NPC for now (unless you can point out another "common point of error/confusion"), and come back to it again later.

Â

Thanks though, Genolune. =)

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I'm going to copy and paste some stuff I have set aside for other modders and just keep stuff that may help you:

 

Armor conversion to Atomic Beauty (same principles work for most body types)



Creation Kit Tutorials by Nuka-Mage
Creation Kit Tutorials by Ray

A bit more disorganized but still some good stuff

 

Hopefully, some of that stuff will help, not just for the companion, but for pretty much everything you want to do.

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Hello,

 

I give up on my own on this...been sitting here for a couple days now.

I'm having trouble with a new custom companion.

I can't seem to progress with speaking to her past the recruit stage.

She says "Okay" and the menu closes then nothing. Speaking with her again just starts the recruit stage again. She never progresses to the Recruited stage.

I've looked over it again and again.

 

 

 

This could be so many things.

 

Are you using the console in game to check that things are running like they should? You should verify that the recruitment quest is running like it should. Are the needed aliases filling? If the dialogue is run out of another quest you might never know there's a problem with the recruitement quest unless you look for it.

 

Have you checked to make sure the properties on all attached scripts are filled correctly?

 

Have you verified that the conditions on the greetings are correct? She could be recruited but if your conditions aren't right she won't talk to you.

 

Have you checked that the recruitment stage did in fact set correctly?

 

etc.

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  • 1 month later...

Sorry for ignoring you, Llama, pressing an update. =(

 

So, I finally came back to this, and I realize what I've been doing wrong.

This companion is supposed to show up after enabled (bing initially disabled) by a trigger.

...and I'm guessing this is a no-no, because this was at the core of my troubles.

 

Maybe someone to explain why this should work fine or why it shouldn't work?

I'm kind of dead set on the companion being introduced into the modthis way, but maybe someone has a handy alternative for placement?

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Hmm, spawning her in directly doesn't seem to help. Still just says Talk but hire quest doesn't start.

 

Maybe if put her outside the building on a platform and have her .moveto the intended spot...?

 

Could do a holdingcell...but, if I'm being honest, I'm not sure I remember how to move an actor from one cell to another. =/

 

Am I just missing something about spawning in a new (un-met?) companion?

 

Edit: Went with .translatetoref, which works well enough, I guess.

Maybe I'm stuck with that for the moment. =)

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  • 1 year later...
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