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My custom companion won't follow and other problems. [Fallout New Vegas]


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Guest deleted43426342

Before I begin I should let you know that this is my first mod and yes, it was probably not a good idea to start with this. But I just got excited and I couldn't help myself.

 

Back to the problem, my custom companion won't follow me after I recruit her. The companion wheel,besides the talk option, doesn't work either. But that's mostly because she doesn't follow me to begin with. Because she does respond with the lines associated with the action on the companion wheel.

 

How am I supposed to fix this?

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Did you assign an AI "follow" package? There are several tutorials on making companions work with the "wheel" under "Custom NPCs" in the "Getting started creating mods with GECK" article. Including:

TIP: Companion Wheel. When you create your companion quest and dialog options, you must use the dialog options that the companion command wheel is expecting; otherwise that corresponding function on the command wheel won't work.

 

-Dubious-

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Guest deleted43426342

Did you assign an AI "follow" package? There are several tutorials on making companions work with the "wheel" under "Custom NPCs" in the "Getting started creating mods with GECK" article. Including:

TIP: Companion Wheel. When you create your companion quest and dialog options, you must use the dialog options that the companion command wheel is expecting; otherwise that corresponding function on the command wheel won't work.

 

-Dubious-

Yes, I made two follow packages. The 'default distance' and the 'long distance'. But whenever I walk away from her after recruiting her, she just stands there. And when I interact with her the dialogue for the command wheel work, but the command itself doesn't.

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Guest deleted43426342

Did you tell her to "follow me"? Sounds like your dialogue is not initiating the appropriate scripts/packages.

 

-Dubious-

I'm not sure what you mean with that, can you explain it? As recruitment goes just fine, but she just keeps standing there.

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Forgive me if some of this is a bit too basic, but just to be thorough, let me go through all of this.

 

An NPC that just stands there typically is doing so because they don't have an AI package to run.

 

A typical companion will have a companion script, a follow default package, a follow long package, an idle/wait package, and a non-hired package (they may use the same package for wait and non-hired, like a sandbox type package, for example). Each of the packages must have a condition, which will typically be if IsFollowingDefault is set to 1 for the follow default package, or IsFollowingLong for the follow long package, or HasBeenHired is set to zero for the not-hired sandbox (or whatever) package, and if waiting is set to 1 for the wait package. If you don't have a condition, then the package will want to always run. Those variables (IsFollowingDefault, IsFollowingLong, etc) all have to be defined in the NPC's script. The way you control what your character does is you set the various variables to match what you want the character to do, then do an evp (evaluate package) on the NPC to get them to switch.

 

So, if you want your NPC to follow you, you would have to do the following in the NPC's conversation quest (replace MyNPCREF with the NPC's actual ref, obviously):

 

Set IsFollowingDefault to 1

Set IsFollowingLong to 0

Set waiting to 0

MyNPCREF.evp

 

If you want the NPC to follow long, you would do the following:

 

Set IsFollowingDefault to 0

Set IsFollowingLong to 1

Set waiting to 0

MyNPCREF.evp

 

And if you want the NPC to wait, you would do the following:

 

Set IsFollowingDefault to 0

Set IsFollowingLong to 1

Set waiting to 0

MyNPCREF.evp

 

Note that you want to set variables to enable your packages, and also clear variables to stop the other packages from trying to run. You want to set it up so that the only condition that evaluates to true is the one that for the package that you want the NPC to run. So if you want the NPC to follow default, you need to enable to follow default while disabling both the follow long and the wait package.

 

The HasBeenHired would be used to enable or disable various conversation options, and would also be set when the NPC is hired and cleared when the NPC is fired (and again, an evp would be done to get the character to sandbox when not hired so they don't just stand there like an idiot).

 

If you want a fully functional command wheel, you have to use the conversation topics that the command wheel expects.

 

This is a good tutorial to follow:

 

http://www.nexusmods.com/newvegas/mods/45278/?

Edited by madmongo
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