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Adding Experience From Companion?


DarkReaper1053

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I'm wondering how to add the ability to gain experience from follower kills, like Boone or Veronica.

I've searched the GECK for an option, followed companion creation tutorials, and compared and contrasted the differences between modded companions that gave xp on kills and the others that did not. So far I have not been able to find how to enable this anywhere.

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From "The Vault" wiki:

Fallout: New Vegas awards XP for kills made by companions.

 

But upon re-reading your problem statement: apparently you are trying to work out how to have that work with a "modded companion"? You need a script that runs when the follower's opponent dies in combat. (Presumably one already exists for the vanilla companions, but I don't know what that would be.)

 

The XP awarded function is "RewardXP".

"GetKillXP" returns the calculated experience points (XP) the player character will gain by killing the calling actor.

 

So, determine how much XP the Player would normally receive, and when the follower makes the kill have them award that amount to the Player.

 

-Dubious-

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From "The Vault" wiki:

Fallout: New Vegas awards XP for kills made by companions.

 

But upon re-reading your problem statement: apparently you are trying to work out how to have that work with a "modded companion"? You need a script that runs when the follower's opponent dies in combat. (Presumably one already exists for the vanilla companions, but I don't know what that would be.)

 

The XP awarded function is "RewardXP".

"GetKillXP" returns the calculated experience points (XP) the player character will gain by killing the calling actor.

 

So, determine how much XP the Player would normally receive, and when the follower makes the kill have them award that amount to the Player.

 

-Dubious-

You're correct that I'm trying to discern how to implement this with a modded companion. I downloaded an alien follower that basically follows me and not much else, so I wanted to at least add on the ability to gain exp from his kills like normal.

 

Do you know how I would form such a script? I've checked both with the vanilla followers and one other modded companion who gave exp after killing enemies without my intervention, and I still can't find any hint of how I could apply this. I scrubbed through their scripts, read through the ai packages, and checked for any scripts in the topics of their quests, with no hint at what makes this particular feature tick.

I tried some variations of what you describe, but the script was always then unable to compile.

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Not something I've dealt with previously. When you were looking for the script in other mods, did you check for any "OnLoad" blocks in other quests not appearing to be directly related to the companion? Because if they were using an "EventHandler"/"UDF" or "Entry Point" script that is where they are most likely to have them so they would trigger independently of other "On<Event>" blocks.

 

Have you tried using the GECK Extender NVSE Plugin when you compile? It increases the error information provided in that situation. Use it instead of, not along with, the GECK v1.4 PowerUp plugin.

 

If that doesn't solve your compile issue, post the script here (in code tags) and we'll see if the community can spot what is wrong.

 

-Dubious-

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Is your alien companion an actual companion, or does it just have a follow package? In other words, when you "hire" this alien (get it to follow you around) does the script have a SetPlayerTeammate call? It should be something like "MyAlienREF.SetPlayerTeammate 1" (replacing MyAlienREF with the actual companion's ref ID).

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Not something I've dealt with previously. When you were looking for the script in other mods, did you check for any "OnLoad" blocks in other quests not appearing to be directly related to the companion? Because if they were using an "EventHandler"/"UDF" or "Entry Point" script that is where they are most likely to have them so they would trigger independently of other "On<Event>" blocks.

 

Have you tried using the GECK Extender NVSE Plugin when you compile? It increases the error information provided in that situation. Use it instead of, not along with, the GECK v1.4 PowerUp plugin.

 

If that doesn't solve your compile issue, post the script here (in code tags) and we'll see if the community can spot what is wrong.

 

-Dubious-

I have not used the GECK Extender, so I'll download that as well. This is basically my first time modding anything, so I'm literally learning as I go.

As far as Begin-end blocks go, the modded companion that gives xp only has the generic "bhireable" kind of script, which has left me confused what exactly is the difference.

 

 

Is your alien companion an actual companion, or does it just have a follow package? In other words, when you "hire" this alien (get it to follow you around) does the script have a SetPlayerTeammate call? It should be something like "MyAlienREF.SetPlayerTeammate 1" (replacing MyAlienREF with the actual companion's ref ID).

https://www.nexusmods.com/newvegas/mods/47170

That's the link to the follower I'm using. It requires the Monster Mod as well if you were going to check it out yourself.

https://www.nexusmods.com/newvegas/mods/41361

Clementine is basically just a blank model. As is, there is no script, quest script, x-marker or ai package associated with him besides "playerfollow" and being put in playerfaction.
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I'm guessing, but madmongo is an experienced FNV mod creator (unlike me), and I'd "bet real money" he "hit the nail on the head". Because she has not been "hired", Clementine is not giving you her XP. That is likely built-in to the game engine, which would be why you didn't find it in a script.

From the "Custom NPCS" section of the wiki "Getting started creating mods using GECK" article:

"All Companions are NPCs, but not all NPCs are Companions." Both are discussed in this section, but please note and bear in mind the distinction when used.

Besides tutorials on creating a true "companion", there are "Tips" regarding the "Companion Wheel" and "AI Packages".

-Dubious-

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I'm guessing, but madmongo is an experienced FNV mod creator (unlike me), and I'd "bet real money" he "hit the nail on the head". Because she has not been "hired", Clementine is not giving you her XP. That is likely built-in to the game engine, which would be why you didn't find it in a script.

 

From the "Custom NPCS" section of the wiki "Getting started creating mods using GECK" article:

"All Companions are NPCs, but not all NPCs are Companions." Both are discussed in this section, but please note and bear in mind the distinction when used.

Besides tutorials on creating a true "companion", there are "Tips" regarding the "Companion Wheel" and "AI Packages".

 

-Dubious-

So I compared the mod companion that gave xp versus Willow, a pretty well-known companion herself. I noticed while Willow doesn't have a companion wheel, the other one does. After spending time recreating the wheel for Clementine again (I tried before a few days ago but must have messed some things up) it seems to be a built-in game mechanic. Clementine is now a full-fledged companion and when I spawned in some geckos for him to kill, automatic xp!

Thanks for the assistance.

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Thanks for reporting back on your results.

 

I use Willow myself, but since I've always used "JIP Companions Command and Control (JIP CC&C)", I hadn't noticed she doesn't have a "wheel". As I recall, she doesn't actually become a "companion" until you complete her initial quest to retrieve her stolen "gear", so the author has to be implementing the "SetPlayerTeammate" call (or perhaps "hiring" her) for you at some point. Not that it matters except as information for other potential authors.

 

The important thing is you solved your problem. Congrats.

 

-Dubious-

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