orangedeal Posted June 15, 2018 Posted June 15, 2018 I don't need "grab that". I need them to always go to the place I will point out and stay there until I need them. But they often come back to me after 1-2 minutes and this can cause big problems :pinch:
llamaRCA Posted June 17, 2018 Posted June 17, 2018 Even when you tell them to go they won't stay where you send them. If you want them to stay in a particular location tell them to stay so they aren't following you. They'll still follow you eventually, it isn't a true wait, but it is closer to what you seem to want.
SKKmods Posted June 17, 2018 Posted June 17, 2018 A bag of ideas to try, you will probably need to mix & match to get what you want: Start a quest that is a higher priority than Followers with:A Marker reference alias that creates an idle marker at the companion location with a keyword.A Companion reference alias filled matching Followers quest Companion reference (or ForceRefTo in script) with the same Idle keyword.Or try attaching to the Companion RefAlias some sort of hold position package with conditions that pop it to the top of the stack (vague, as I am not lucky with packages). Disable companion story manager triggered autonomous actions in the Followers script (global function) SetAutonomy(Self, AutonomousActivityAllowed = False) ; do your thing SetAutonomy(Self, AutonomousActivityAllowed = True) Silently kick and rejoin the companion (I am using this blunt instrument a lot right now) CompanionActor = Alias_Companion.GetActorReference() ; Followers.Companion pFollowersScript.DismissCompanion(CompanionActor, ShowLocationAssignmentListIfAvailable = false, SuppressDismissMessage = true) ; do your thing pFollowersScript.SetCompanion(CompanionActor, SetCompanion = true, FillCompanionAlias = true, SuppressDismissMessage = true)
orangedeal Posted June 22, 2018 Author Posted June 22, 2018 (edited) Even when you tell them to go they won't stay where you send them. If you want them to stay in a particular location tell them to stay so they aren't following you. They'll still follow you eventually, it isn't a true wait, but it is closer to what you seem to want.Is it possible to do this with console commands? I could write a few batch files, with their ID and the corresponding command (like hold or something). It's faster and more convenient. A bag of ideas to try, you will probably need to mix & match to get what you want: Start a quest that is a higher priority than Followers with:A Marker reference alias that creates an idle marker at the companion location with a keyword.A Companion reference alias filled matching Followers quest Companion reference (or ForceRefTo in script) with the same Idle keyword.Or try attaching to the Companion RefAlias some sort of hold position package with conditions that pop it to the top of the stack (vague, as I am not lucky with packages). Disable companion story manager triggered autonomous actions in the Followers script (global function) SetAutonomy(Self, AutonomousActivityAllowed = False) ; do your thing SetAutonomy(Self, AutonomousActivityAllowed = True) Silently kick and rejoin the companion (I am using this blunt instrument a lot right now) CompanionActor = Alias_Companion.GetActorReference() ; Followers.Companion pFollowersScript.DismissCompanion(CompanionActor, ShowLocationAssignmentListIfAvailable = false, SuppressDismissMessage = true) ; do your thing pFollowersScript.SetCompanion(CompanionActor, SetCompanion = true, FillCompanionAlias = true, SuppressDismissMessage = true)It looks scary. Can this cause problems later? :ermm: Edited June 22, 2018 by orangedeal
SKKmods Posted June 22, 2018 Posted June 22, 2018 > It looks scary. Can this cause problems later? Not that I have found in a LOT of testing, but, never say never. My most practical advice would be, if the script looks complex/scary and you don't have the appetite for risk or time for testing, don't do it.
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