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Posted

What's the best way to prevent a follower from following the PC into interior cells? Ideally, I'd like to keep the 'no low level processing' flag unchecked in the hopes they'll be able to travel to a far off point or travel back to the player from a far away location without the player present in the same cell. I'd also like for them to still be able to fast travel with the player when following.

 

Any ideas, suggestions, or nudges in the right direction?

Posted (edited)

As you want nudges, first thought that comes to me is a custom AIPackage that is triggered when the Player enters an interior cell. Which means it would be triggered by activating a "door". Not sure if that (detecting a door or that it leads to an interior cell) is possible.

 

-Dubious-

Edited by dubiousintent
Posted
I actually tested this little bit the other day - actors ('no low level processing' flag unchecked) that have a follow package targeting the player are 'dragged through' the portal on just the player's activation of the portal. So you have to change their package to wait outside, in the same frame (or before) the player activates the portal.


I'm assuming you don't want to put a script on every door in the game :)


It sounds simple but it will probably get complicated fast. The only starting point at the moment that I can think of is a script on a token in the player's inventory, with 'GetcrosshairREF' as the basis of a script to detect when the player is targeting a portal, and changing the followers package based on that.
Posted

You could use an event handler for OnActivate and check for a door. I'm not sure if there's a function to check for a door link on the door, if not that would be useful and I'll ask JIP to add that to JIP NVSE. Anyways, with both of those you could put them immediately into a wait state if you activate a door and it would work universally with any door and still be low on resources.

Posted

There's the following for doors

 

GetLinkedDoor

IsLoadDoor

GetDoorTeleportX

GetDoorTeleportY

GetDoorTeleportZ

GetDoorTeleportRot

SetDoorTeleport

 

So I would use IsLoadDoor to check the door in the activate event handler then set your companion wait package if that is true.

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