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Making a custom follower be able to pick locks


moarmodsplx

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So I've been trying to make the companion Vex be able to pick locks, by using the Creation Kit.

I found out I needed to add Keyword 'Followers_Command_LockPick_Allowed' for any follower to be able to pick locks, that should basically be it.

But so far this has not been working at all. When I target the object to be lockpicked it only tells companion to inspect the item, and that does nothing, she doesn't do anything.

I also added 'AO_Type_LockPick' to keywords since I saw Cait had that.

And of course I've given her bobby pins.

Also tried to dismiss follower, disable mod, save in interior, and then re enable, but nope.

I am out of options..

 

Anyone have any ideas?

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This one was tough. I thought the answer would be in a Cait dialogue quest, but her dialogue is a hot mess.

 

Turns out the answer is in the "generic" quest Followers.

 

Start with Keyword: Followers_Command_LockPick_Allowed

 

Use Info shows CompanionCait and Followers.

 

DW8b8RbWkAAe8Dq.jpg

 

In Followers quest Scenes window, you will see the various fail/pass dialogues. If you click into a success dialogue in Command_Lockpick_Scene, note that success will "Set Parent Quest Stage: 500 - Unlock CommandTarget".

 

DW8dL39XcAAh6Wi.jpg

 

Click over to Quest Stages tab. You will see stage 500 code is:

Alias_CommandTarget.GetReference().Unlock()

DW8cCLYWkAAuudj.jpg

 

Here's a screenshot of the fragment info if you need more reference. I haven't added this feature to a follower yet, so let us know how it goes.

 

DW8cFaMXkAAOGQb.jpg

 

Btw I learned how to navigate the dialogue from Seddon4494's Companion Tutorial. Highly recommended for anyone making a companion.

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Thanks for trying to help, that was a very comprehensive reply :smile:

Unfortunately I couldn't make heads or tails of the dialog/quest system and the script of this follower. This is completely beyond my skills.

I tried for hours to no avail. At least 10 more IQ points needed I guess :laugh:

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My Scavver unlocks containers via script *after* he loots them. I added the unlock because the "don't steal" flags in the Find and Acquire package/procedure trees are broken.

 

You can fake the unlock with a dialogue option and one line of code, but you wouldn't have the action scene (walking to door, fumbling with picks, sound effects, reaction dialogue).

 

Honestly I don't know the easiest way to plug in to what I posted. I've seen a lot of posts about the game not recognizing keywords. The CK has been grating on me lately, so I've been playing The Division until the weather is nice enough for cookouts and camping.

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