Deter32 Posted January 10, 2012 Share Posted January 10, 2012 (edited) Hi, Trying to figure out how to add the "Companion Wheel", to a custom user created NPC Companion using the GECK tool. What kind of scripts do you need to put in the GECK, and were do u place them. Just want a generic Wheel to be able to command the NPC. don't want to have to write up codes or dialog for this for examaple: Go in to the NPC's inventorytell them to waitgo home or to the lucky 38tell them to back up a bit Thanks... Have looked everywhere for this info and no luck as of yet finding it. Edited January 10, 2012 by Deter32 Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 10, 2012 Share Posted January 10, 2012 When they are added as player teammate, they get the wheel, so the wheel is added when you do setplayerteammate 1Look at an existing companion to see where this is done. Just adding the wheel doesn't make all of its options work. They need infos added to the appropriate topics, such as followerswait, followerstrade, etc, with the appropriate, result script. They also need AI packages that correspond to wait, follow, etc. Again, look at an existing companion. Link to comment Share on other sites More sharing options...
Deter32 Posted January 11, 2012 Author Share Posted January 11, 2012 (edited) Thanks, but it is not really any help... Edited January 21, 2012 by Deter32 Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 11, 2012 Share Posted January 11, 2012 For that you should create a custom class with the stats you want, and then make them part of that class. Link to comment Share on other sites More sharing options...
Deter32 Posted January 14, 2012 Author Share Posted January 14, 2012 (edited) PLEASE HELP, I AM SURE SOMEBODY AROUND UNDERSTANDS HOW TO DO THIS...... Edited January 21, 2012 by Deter32 Link to comment Share on other sites More sharing options...
Deter32 Posted January 21, 2012 Author Share Posted January 21, 2012 (edited) Kind of disappointed in the community support in these forums, maybe people don't uses these forums, or understands how to make a companion. Since I figured out the answers to many of my questions, edited them out from the above posts. (Every companion I downloaded was different). You need to do a lot of different steps in different areas of the GECK. If you miss a step or forget to do something, a specific function will not work. Was able to find the Blanca companion that actual helped but that companion model, still has some errors in the commands and she doesn't fully work. This was the best video that I found on YouTube. http://www.youtube.com/watch?v=KUxgKksIBTE&feature=related This project was a royal pain to be honest. Had to go in an figure it out all on my own. Which made the process take longer than I wanted. Using two GECKS on two different computers and than drawing out the commands in an Excel spreadsheet was finally able to figure this out, it took a lot of hours !!! It takes well over 24 hours to make a basic fully functional companion. Than to add all the goodies even longer. From start to finish it took me about 2 1/2 weeks to fully figure out, how to make a fully working companion. Every person who make a companion, even the ones in the game, are all created a tad bit different. For example Veronica was made different than Boone, than Arcade was created different than both of them. Which leads me to believe they were created by different people. In order to create a correct companion using the proper commands you have to use and learn how Boone, Arcade, Veronica and Cass were made. Than looking at some of the custom comapnions as well. In order to make them work correct in the game a lot of things need to be done it is not as simple as setting the player to a follower. However as much time as it takes to make a companion setting them as a follower is easiest and quickest way of doing this. Because my spelling and grammer is so bad I am not the one to write up a tutorial on how to make a companion. It is a hell of a lot of steps and they are basically not covered or posted anywhere on the internet. Edited January 21, 2012 by Deter32 Link to comment Share on other sites More sharing options...
devilrejected Posted February 2, 2012 Share Posted February 2, 2012 Hey, if your still looking for a tutorial check this out: http://newvegas.nexusmods.com/downloads/file.php?id=45278 its called "Advanced Companion creation guide with Companion Wheel" it provides you with screenshots to help out. Its not confusing to understand. Link to comment Share on other sites More sharing options...
Deter32 Posted February 3, 2012 Author Share Posted February 3, 2012 (edited) Thanks, but I have fully figured this out. It took a while. When you are going in blind....It is not easy. (I did 4 companions and fully re-did the Sunny Smiles companion ---which I downloaded from this site---) Sunny had scripting, scripting variable, AI package, waiting, hiring and going to a location problems. It is pretty easy to mess up companions, since the ones that come with the game can be confusing. The biggest things are getting the commands to work correct. Than finding the 5 or 6 different locations in the GECK to place things aka Player Script than the VNPCFollowers aka your XXXXFollowers Script. 1) hiring3) firing3) waiting4) go to a location & sandboxing5) sandboxing6) player messages7) scripting variables8- REF points9) dialog working correct10) last off you need to test each function and make changes when they don't function correct. YOU NEED TO CREATE THE AI PACKAGE FOR EACH FUNCTION For Sunny Smiles her VNPCFollower Script aka your XXXXFollower script would look like so short bSunnyHired;short bSunnyFired;short bSunnyAvailable;short bSunnyL38;short bSunnyDead;short bSunnyHiredOnce;short bCheyenne;short nRecruited; Than her NPC Script (note I didn't give her a Perk) scn GSSunnySmilesScript short HasBeenHiredshort WeaponOutshort CombatStyleRangedshort CombatStyleMeleeshort IsFollowingDefaultshort IsFollowingshortshort IsFollowingLongshort FollowerSwitchAggressive short Waiting short DoOnceshort bLoadedOnce;short bTalking;short bshortercomConversationActive; Begin OnLoad; set up base stats if (bLoadedOnce == 0) SetActorValue sneak 100; set bLoadedOnce to 1; evp endif ;Script to make sure we set the right combat style on loading. If (CombatStyleRanged == 1) SunnyREF.SetCombatStyle FollowersCombatStyleRanged; Else SunnyREF.SetCombatStyle FollowersCombatStyleMelee; EndIf End BEGIN OnActivate player if (bTalking == 0) Activate; endifEND BEGIN OnCombatEND if ( GetPlayerTeammate == 1 ) resethealth restoreav perceptioncondition 100 restoreav endurancecondition 100 restoreav leftattackcondition 100 restoreav leftmobilitycondition 100 restoreav rightattackcondition 100 restoreav rightmobilitycondition 100 endifEND begin OnDeath if ( GetPlayerTeammate == 1 ) set ExtraFollowers.bSunnyHired to 0 set ExtraFollowers.bSunnyDead to 1 endif ; Cheyenne will no longer help the player SetEnemy SunnySmilesFaction PlayerFaction 1 1 ; If showdown with Powder Gang hasn't started and Sunny dies, fail VMS16 if (GetStageDone VMS16 70 == 0) SetStage VMS16 110 endif if (GetQuestCompleted VCG02 == 0) SetStage VCG02 100; fail endif if (GetQuestRunning VCG03 && GetQuestCompleted VCG03 == 0) SetStage VCG03 255; fail endif set VFreeformGoodsprings.bAllowEnableTrudy to 1 end What i did in excel was created a chart with all the commands & what each command does and than the correct setup for each command Next you can alter it. For example: one of the companions has a fear of the Khans, so as a recon misson I sent him to the Khans were he hangs out and sandboxes. Than instead of him going to the lucky 38, I send him to the casinos to gamble. Than when you pick him up he gives you his casino winngs. (Granted i didn't cap his winning or set it to a variable amount as of yet, but still working on it.) What helped the most was using 2 computers with 2 gecks opened next to each other. That way u could copy the Quest data for example: FollowersTrade Target Function Name Function Info Comp Values GetQuestVariable Quest:'vFreedomNovac, n SnipersRevengeStage = 30.00s GetQuestVariable Quest: 'NPCFollowers',bBooneHired = 1.00s GetlsID NPC: 'CraigBoone' = 1.00 Scripts Result Scripts Begin Result Scripts End OpenTeammateContainer so than mine would than look like FollowersTrade Target Function Name Function Info Comp Values GetQuestVariable Quest: 'ExtraFollowers',bClintHired = 1.00s GetlsID NPC: 'Clint' = 1.00 Scripts Result Scripts Begin Result Scripts End OpenTeammateContainer Than on some of them you would need to create the dialog choices. Last off we want to send Cheyenne to the Lucky 38 Keep in mind she is not following you but Sunny.... We need to create a variable for the dog. short bCheyenne; Next AI Package for the dog.....Using 1's and 0's.... So to ship them both off we use the following in Result Script's End SunnyREF.MoveToMarkerWithFade L38SuiteCompanionMarker01REFif ExtraFollowers.bCheyenne == 1 CheyenneREF.SetPlayerTeammate 0 CheyenneREF.MoveToMarkerWithFade L38SuiteCompanionMarker01REF set ExtraFollowers.bCheyenne to 0endif; Edited February 3, 2012 by Deter32 Link to comment Share on other sites More sharing options...
christian7west Posted May 7, 2012 Share Posted May 7, 2012 So...how do you add the companion wheel and make it function? I have found a few tutorials, but I am still not seeing how to edit an existing mod to use the wheel. I've almost got it but not quite. Link to comment Share on other sites More sharing options...
pintocat Posted May 7, 2012 Share Posted May 7, 2012 Like the first reply said .... setplayerteammate 1 The vanilla companions do this in a dialog script when you "hire" them, under the vnpcfollowers quest. Link to comment Share on other sites More sharing options...
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