GayLeonianNerd Posted July 1, 2017 Share Posted July 1, 2017 Okay, I have a new problem. Custom companion can't path at all. Like he gets stuck on the ground. Other custom companions can, but he can't. I would appreciate help on this topic because I looked it up and cannot find anything. I don't know if it's just the Fort or what. I'll check if he can path anywhere else. 'Thank you's in advance. Link to comment Share on other sites More sharing options...
GayLeonianNerd Posted July 1, 2017 Author Share Posted July 1, 2017 It's everywhere. Link to comment Share on other sites More sharing options...
dubiousintent Posted July 1, 2017 Share Posted July 1, 2017 (edited) You're missing an AI package on the companion. Please see 'TIP: Making NPCs move' and 'TIP: Using AI Packages' under 'Custom NPCs' in the wiki "Getting started creating mods using GECK" article. -Dubious- Edited July 1, 2017 by dubiousintent Link to comment Share on other sites More sharing options...
GayLeonianNerd Posted July 1, 2017 Author Share Posted July 1, 2017 I did add all of the packages of a companion. He runs in place and only occasionally goes forward. He can't path is my problem. Link to comment Share on other sites More sharing options...
dubiousintent Posted July 1, 2017 Share Posted July 1, 2017 Are you sure the companion is initially spawned inside a properly navmeshed area? -Dubious- Link to comment Share on other sites More sharing options...
GayLeonianNerd Posted July 2, 2017 Author Share Posted July 2, 2017 Yes, but I didn't realise until later on that he was initially spawned in the ground. I fixed that but I haven't tested it yet. Link to comment Share on other sites More sharing options...
GayLeonianNerd Posted July 2, 2017 Author Share Posted July 2, 2017 No he's still bugging out. Let me see if it requires a new game for the effects to wear off. Link to comment Share on other sites More sharing options...
GayLeonianNerd Posted July 2, 2017 Author Share Posted July 2, 2017 No, he's just bugged. Link to comment Share on other sites More sharing options...
madmongo Posted July 2, 2017 Share Posted July 2, 2017 As -Dubious- said, this is generally either the NPC not having an active package to run so he just stands there like an idiot, or there's something wrong with the navmesh he spawned onto. If you are certain that the navmesh is ok, it's probably a good idea to double-check all of the package conditions and all of your companion's script variables to make sure that one (and only one) of the AI packages is active. Depending on how you've set things up, you may need to have the NPC do an evp so that he will properly evaluate and choose a package. Link to comment Share on other sites More sharing options...
GayLeonianNerd Posted July 2, 2017 Author Share Posted July 2, 2017 Here's his script. I don't see any errors but, then again, I'm not the best at scripting and I followed a tutorial. scn AmicusScript short HasBeenHired short L38 short DoOnce short KillProfligates int CombatStyleRanged int CombatStyleMelee int IsFollowingDefault int IsFollowingLong int FollowerSwitchAggressive int Waiting Begin GameMode If (DoOnce != 1) Set HasBeenHired to 0 Set L38 to 0 Set CombatStyleRanged to 0 Set CombatStyleMelee to 1 Set IsFollowingDefault to 0 Set IsFollowingLong to 0 Set FollowerSwitchAggressive to 0 Set Waiting to 0 Set DoOnce to 1 EndIf If (HasBeenHired == 1) ALAmicusREF.removescriptpackage ALAmicusSandBox Endif If (HasBeenHired == 0) ALAmicusREF.addscriptpackage ALAmicusSandBox Endif If (KillProfligates == 0) ALAmicusREF.additem ALArmorLeatherReinforcedAmicus 1 ALAmicusREF.removeitem ALArmorAmicus 1 ALAmicusREF.removefromfaction VCaesarsLegionFaction ALAmicusREF.equipitem ALArmorLeatherReinforcedAmicus Elseif (KillProfligates == 1) ALAmicusREF.addtofaction VCaesarsLegionFaction 0 ALAmicusREF.additem ALArmorAmicus 1 ALAmicusREF.equipitem ALArmorAmicus Endif Link to comment Share on other sites More sharing options...
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