Carreau Posted December 16, 2017 Posted December 16, 2017 (edited) So I'm making a custom companion and ran into a weird glitch I can't quite hammer out. So, I set up a bare bones companion (pickup/dismiss scenes, recruitment, trading). The companion works fine in game and all is good. However, when I go to start working on affinity, the companion goes hostile in testing but only before recruitment. I have a save after I recruit the companion, and it stays friendly (even after dismissing back to a settlement). So this behavior seems to only have an effect before the companion is recruited. Here's where it gets weirder. So, if I roll back to a previous version of the mod before i mess with affinity, the companion still has the hostility issues. I can also load up different mods where I've made companions, and they have the same hostility behavior. When this first occurred, I thought maybe I had managed to corrupt my FO4 install. But remaking the mod from the ground up didn't have the issues. I haven't checked to see if this hostility behavior affects vanilla companions yet to be recruited (to see if something happened to potentialcompanionfaction) Any ideas as to what's causing this? EDIT: I spawned in strong and gage (both whom I hadn't recruited yet), and neither were hostile. Edited December 16, 2017 by Carreau
Genamine Posted December 16, 2017 Posted December 16, 2017 Sounds like it could be related to factions Any NPC that is in the CurrentFollowerFaction or HasBeenCompanionFaction will be non-hostile toward the playerThe same doesnt hold true for PotentialFollowerFaction So any NPC that isnt a current follower and hasnt been a follower before, and therefore isnt in the CurrentFollowerFaction or HasBeenCompanionFaction, can be aggressive toward the player under the following circumstances:- The NPC's AI data is set to very aggressive- The NPC is in a faction that has PlayerFaction flagged as an enemy faction- The NPC is in a faction that you have committed crimes against, and are therefore an enemy of
Carreau Posted December 16, 2017 Author Posted December 16, 2017 It was definitely related to factions and AI scripting. I typically set the AI to very aggressive but only place the NPC in the related companion factions. Previous versions of this I've always set the AI to very aggressive and never had an issue up until I dug into affinity. I set the AI back to a non-aggressive setting and it was approachable. So, my work around is to put the NPC in the player friend faction and have the recruit quest acknowledge that. It seems to be fine now. I don't know why the behavior didn't crop up before i added affinity levels. I was originally following Seddon's tutorial, but using a modular spin from how Beth set up their companions. I appreciate the help! Now on to affinity scripting.
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