bradxiv Posted October 24, 2017 Share Posted October 24, 2017 So I followed about 5 tutorials to get a working companion. I have followed these tutorials, and everything works, but some things don't: I have a topic in the chat saying wait here and lets go, and even after I hire the NPC they still won't follow me. I don't know how to set that NPC to a home marker. I have a home marker in the game, but idk how to set it. I don't know how to make the characters lips move aswell. I am at the point where basically everything is setup, dialogue, voice overs, etc. I don't know how to get a companion wheel. Any help would be very appreciated, thanks. Link to comment Share on other sites More sharing options...
dubiousintent Posted October 24, 2017 Share Posted October 24, 2017 (edited) I think you will find the "companion wheel" issue is addressed in the "Tips" under the "Custom NPC" section of the wiki "Getting started creating mods using GECK" article. (You have to use the "topics" that the wheel is expecting, exactly.) There is also a "Tip" there on making them "follow". You have to setup a "AI package" to take the NPC to their "home marker" ref. There is a "Tip" for that as well. See the "Dialog & Lip-synch" section regarding the creation of "Lip" files. The "Tips" in that article are information provided when people usually have questions that are not covered in the tutorials. Any problems, just ask. -Dubious- Edited October 24, 2017 by dubiousintent Link to comment Share on other sites More sharing options...
madmongo Posted October 25, 2017 Share Posted October 25, 2017 This is the best companion tutorial I've seen:https://www.nexusmods.com/newvegas/mods/45278/? To make a companion wait or follow, they need a wait package (typically a sandbox package) and a follow package, an NPC script with some variables you can set, and a quest with the dialog. I know you have the quest, but the others aren't so clear from your description. The way this is typically set up, the conversation will set one of the variables in the companion script, and the corresponding package will check that variable as a condition of running. You generally need to do an evp on the character whenever you change the variables so that the NPC notices the change. For example, you can use a script like this: scn MyNPCScriptshort DoOnceint IsFollowingDefaultint WaitingBegin GameMode If(DoOnce != 1) Set IsFollowingDefault to 0 Set Waiting to 1 Set DoOnce to 1 EndifEnd If you want your companion to follow, your dialog result script has to do something like this: Set MyNPCREF.Waiting to 0Set MyNPCREF.IsFollowingDefault to 1MyNPCREF.evpSetPlayerTeammate 1SetIgnoreFriendlyHits 1 This both sets the variables and makes the NPC a Teammate (aka companion). SetIgnoreFriendlyHits stops the NPC from getting mad at you if you accidentally hit them in combat. To make the NPC wait, you need to do something like this: Set MyNPCREF.Waiting to 1Set MyNPCREF.IsFollowingDefault to 0MyNPCREF.evpSetPlayerTeammate 0 This particular script also fires the companion when they wait. Depending on your companion, you may not want to do that. Now make a follow package. The follow target is the player, the follow distance should be set to something reasonable like maybe 400 or so, and on the conditions tab, create a condition for the package that checks the script variable IsFollowingDefault for the NPC MyNPCREF. Set up a condition similarly for the wait package. If you do this, the command wheel will show up just because you have SetPlayerTeammate 1 when the NPC is following, but the command wheel WILL NOT WORK. If you want the command wheel to actually work, you can't just make up your own follow and wait dialog options. You need to use the dialog options that already exist in the GECK for companions since those are what the dialog wheel is looking for. The above tutorial has all of these in detail so I'm not going to bother repeating them here. For the home marker, you can set up a package for the NPC to go home (this is explained in the tutorial). This can be a cell or it can be a specific marker. Since you apparently already have a marker set up, you can use that. This works the same as the other AI packages. You just have a variable in the NPC script and check that variable in your home AI package. For your NPC's lip movements, the GECK as it ships is broken. It is missing the lip generator. If you have Oblivion or Skyrim installed, you can copy the lip generator from their Creation Kit. The lip generator is in \data\sound\voice\processing. Just copy the entire processing folder over to your FNV GECK data directory. If you don't have Oblivion or Skyrim, see the link that -Dubious- posted. He has a link to a working lip generator that you can download from the Nexus. If you already have voice files, open up the dialog in the GECK, click on the voice file down at the bottom of the form, and once it is selected, click on From WAV and click on Generate Lip File and it will create the lip file for you. If you are recording new voice files in the GECK and the lip generator is installed, it will automatically generate the lip file for you. Note that the voice files need to be in .wav format. The lip generator won't work properly with .ogg files. Good luck, and feel free to ask more questions if anything is unclear. The GECK can be a bit of a pain sometimes. I've often said that I think the GECK is really a secret Vault-Tec experiment designed to test modder's frustration levels. Link to comment Share on other sites More sharing options...
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