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Is there a way to prevent your companion from following me inside places?


Vexx234

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It would be a script that's part of a quest that is constantly referencing if the player activated a list of doors && the companion's location. Though you could try setting the form or reference for the actor so they can not use doors, however you would also have to disable companion teleporting. Also one could put a OnActivate script on all doors to interior cells which cancels out & refers to dialog with the actor that they can not go inside, which uses result script & quest to automatically then force the player through the door. I don't think anyone would have made anything like any of that, but don't let me discourage you from trying. I'm sure it's possible, and might even be useful in certain situations. It doesn't really fair all that well in a proof of concept stage of development. You know, because the player can tell companions to wait & so long as the player doesn't fast travel, the vanilla game will keep those companions at that location. Then the argument against being something like, if this companion can't or shouldn't go inside interior cells in the game, then why is this a good companion? You understand right? This companion shouldn't go indoors which means this actor shouldn't be a companion. A logic & reason problem which occurs in the real world while sitting in front of a computer terminal before beginning work on a potential project. Though you could also make a post in the CK SDK board & mod request board to find more skill or interest in the possibility.

https://forums.nexusmods.com/index.php?c=3485,3500 @ The Bottom

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I'm pretty sure that Personal Pack Animals has a "follower stays outside" option, but I haven't found it yet in Creation Kit or the mod scripts.

 

 

 

This companion shouldn't go indoors which means this actor shouldn't be a companion.

 

What's the issue with parking a creature outside of the pub? Maybe they have a "No Radscorpions Allowed" sign.

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