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First Fo3 Companion Mod Help


scarycave

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Hello forums. After playing Oblivion on the pc I lost all will to play fallout 3 on the 360. I recently purchased it from Steam :).

It didn't work. :( Spent hours, finally found a thing on the nexus, fixed right up. :D

 

Soon as I got out of the vault, I went right to the Geckt.

 

I've had a lot of Oblivion follower modding so I tried it out with the Geckt.

 

I got the follow package working - too well. The follower will not stop when commanded. The followers packages are controlled by a faction rank, the initial wander package doesn't work nor does the wait package. Using evaluate package does not bring any changes as well.

The faction rank is set upon message response. So far the follow command is the only one that seems to work.

 

I'm sure you guys have a lot more experience with the Geckt then me so any help would be appreciated.

Edited by scarycave
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  • 2 weeks later...
Packages will scan from top to bottom, but the editor doesn't allow you to move them around, instead you got to delete an select an it's lame, instead use TES/FO3/FNV edit to edit those manually. There's quite a few things that FO3 edit will do that the GECK won't do. When the ai scans it's looking for a true or =1 instead of =0 yes an no, true or false. So to speak it can be complex just to set up a simple ai on a npc. Adding to this difficulty is the scripts, quests, and dialogs. Because most of the game is controled by scripts, quests, dialogs, an packages. If you don't know what you are doing you stand very little chance of getting it right the first time. Instead keep playing with it for a few years. You can get a modder to look at your file too an see what you did wrong. So long as the .esp/esm. isn't larger than 250k when in .rar you can even attach that to this page.
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Is the Fo3 edit closer to the Elder Scrolls Construction set? I can make a ton of companions in Oblivion. The Geck has some nice things, the ability to name things with 00 at the beginning is a huge + for me, since it's much easier to read then a0. I pretty much have a lot of experience with quests and scripting in Oblivion, it's a lot similar here, using a lot of the functions, I just don't understand why it's not working.

 

I can't even make script effects work though, there's no tab to put them in like in Oblivion. If I could get that I'd be able to go back and fix some mods I made.

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