jonas66 Posted July 12, 2012 Share Posted July 12, 2012 I've recently made a couple of simple companion mods for some of the wacky dressed-creatures (6 aliens and 1 deathclaw), that I've made over the last span of time. They work fine, but I can't for the life of me, just by looking at related functions in the GECK, figure out how you go about scripting them so that they actually fade and teleport back to their standard sandbox location, rather than walking all of the way there. I've googled it and searched the GECK wikia, and did not find it, potentially due to keyword pollution with Teleporter Mods. The one I'd be doing it for initially is for the 6 aliens, each of whom has a separate sandbox location, so it's not a case of just pointing them all to the lucky 38, and they all run off of their own separate quests and quest scripts. Does anybody know either how this is done, or potentially a good tutorial that shows how to set this up? Link to comment Share on other sites More sharing options...
llamaRCA Posted July 12, 2012 Share Posted July 12, 2012 It's in the vanilla followers stuff, jonas. If you go to the VNPC Followers quest and look in the firing dialogue topic. In the results scripts. Look at Rex where he gets sent back to where he lives with the Kings. When they set the variables you need to set the variable in your sandboxing package to 1. But, that's only going to work if the sandboxing package is his "default" package (like his editor location). If you are going to need to force him into the package (he won't automatically go to the sandbox location and still follows even after you've rearranged your package list) then you will need scripting somewhere (like in his object script) to do an evp on him once the fired variable has been set. Why is he going to his standard sandbox location? For Willow I send her off for various reasons (like to wait, etc) and I do a distance check on the marker for sandboxing as well as the variable (wait or whatever) because if you do the check on just the variable when you do the moveto it will happen right away and I like to make sure the sequence works right. I don't want the package to switch until she's in the new location. Link to comment Share on other sites More sharing options...
jonas66 Posted July 13, 2012 Author Share Posted July 13, 2012 It's in the vanilla followers stuff, jonas. If you go to the VNPC Followers quest and look in the firing dialogue topic. In the results scripts. Look at Rex where he gets sent back to where he lives with the Kings. When they set the variables you need to set the variable in your sandboxing package to 1. But, that's only going to work if the sandboxing package is his "default" package (like his editor location). If you are going to need to force him into the package (he won't automatically go to the sandbox location and still follows even after you've rearranged your package list) then you will need scripting somewhere (like in his object script) to do an evp on him once the fired variable has been set. Why is he going to his standard sandbox location? For Willow I send her off for various reasons (like to wait, etc) and I do a distance check on the marker for sandboxing as well as the variable (wait or whatever) because if you do the check on just the variable when you do the moveto it will happen right away and I like to make sure the sequence works right. I don't want the package to switch until she's in the new location. I should note that at no time are these companions truly hired or fired in the normal sense. The aliens at least I've simply given 3 packages, the sandbox, the guard, and the follow. (I just followed foxtrotzulu's tutorial if that's not obvious :whistling:) I've got the status set in the script, the sandbox is the editor location, but the evp itself is set in the results script of the dialog choices. I did look at the vanilla npc ones, but maybe I was just checking the wrong one, because all I could see in results script for those dialog choices was a bunch of numbers like 1.10.05 ;return lucky 38, which didn't seem at all comprehensible. I'll check again though. Link to comment Share on other sites More sharing options...
llamaRCA Posted July 13, 2012 Share Posted July 13, 2012 I should note that at no time are these companions truly hired or fired in the normal sense. The aliens at least I've simply given 3 packages, the sandbox, the guard, and the follow. (I just followed foxtrotzulu's tutorial if that's not obvious :whistling:) I've got the status set in the script, the sandbox is the editor location, but the evp itself is set in the results script of the dialog choices. I did look at the vanilla npc ones, but maybe I was just checking the wrong one, because all I could see in results script for those dialog choices was a bunch of numbers like 1.10.05 ;return lucky 38, which didn't seem at all comprehensible. I'll check again though. Ya, the moveto that is there in that results script. It's the move to that teleports them to where you want them to sandbox. All that other stuff I said, about doing it in another script, I do that because I don't like to do the evp and the moveto at the same time. I like to do the moveto first and then evp into the package. But if you don't care and it works it doesn't matter if you do it all in the results script. Link to comment Share on other sites More sharing options...
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