ramilow Posted March 22, 2020 Share Posted March 22, 2020 (edited) I have been making companion mod for several days. I started from scratch - preset, then npc. When in the case of npc everything was fine, I started the follower.That's why I did two separate quests - one for basic dialogues, the other for dialogs with follower. Unfortunately, there were two problems for me:- all companions have the option in GREETINGS conversations. I was looking for a solution and I can't find a clear explanation.The second problem is more serious - I'm sure I've set up the scripts and commands correctly, but the recruited character doesn't move at all.I compared my scripts with those of the original npc and other mods, but I can't find an explanation.I was also looking for help on nexuswiki, but I was talking about the commands I set.I'm not sure, but can the issue be about breaking down into two quests? I tried to get inspired by other companions (also from other mods), but what mod, it's rather different commands.I have been bothering the problem for several days and I can't find a solution Edited March 22, 2020 by ramilow Link to comment Share on other sites More sharing options...
madmongo Posted March 22, 2020 Share Posted March 22, 2020 This is the best companion tutorial that I have seen:https://www.nexusmods.com/newvegas/mods/45278/? You don't need to have a separate companion hire quest as the tutorial gives. You can just hire the companion through conversation if you'd like. Otherwise, make sure you are following what the tutorial does. As for your specific problem, you need to make sure that every conversation option has a condition associated with it. Typically you will check the ref ID of the NPC you are speaking to. This is what prevents your topics from showing up on other NPCs. Also, make sure to give your NPCs custom voices. If you use one of the standard voice types, you might find your NPC saying things that other in-game NPCs say instead of the custom conversation options that you want them to say. The conversation system in Fallout New Vegas doesn't make much sense until you realize that it evolved out of the conversation system for Morrowind. In Morrowind, most conversations were not voiced, and multiple NPCs could give you information about the same topic. So, conversations in Morrowind were organized by topic and not by NPCs. Fallout New Vegas does the same thing. Well, sometimes. Some conversations are organized by NPCs and others are organized by topics. This can get very confusing at times. Whether you choose to organize your conversations by NPCs or by topics is up to you. Most of the time, I put companions into a single quest just for companions, so splitting up your mod into an NPC quest and a companion quest is a perfectly good way of doing it. Just make sure that the topics have some sort of condition in the Conditions section so that they aren't given to everyone. Typically you can use GetIsID. As for the character not moving, a companion needs a few things in order to move. First, they need an AI package. A follower will typically have several AI packages, one for following, one for waiting, etc. Follow the above tutorial. Those packages have conditions, and the way that each package is activated is that variables in the companion's script are set, which the packages then check to see if they need to run or not. Make sure that you only activate one package at a time or else the NPC might not end up executing the package that you want them to. Second, the NPC needs to be on a valid navmesh. If they are in an area with an incomplete navmesh or a navmesh that hasn't been finalized, they can end up just standing there, since the navmesh tells them where they can go and can't go. A companion will typically execute the script statement SetPlayerTeammate 1 when hired. This is enough to make the companion wheel pop up when you talk to them, but it's not enough to make the companion wheel actually work. Again, see the tutorial I linked to for details. A proper follow AI package and a valid navmesh is enough to have an NPC follow you. You will want to make sure everything else is right too in order to have a proper companion with a functioning command wheel. Link to comment Share on other sites More sharing options...
ramilow Posted March 23, 2020 Author Share Posted March 23, 2020 I solved the problem of standing in place - it turned out that what is good for NPCs is not good for follower. I have another problem - when I make the characters wait, they run to their HomeMaker. I know this guide, but it doesn't solve all my problems. :( Now I have a bigger problem with dialogs, but it's because I'm trying to expand issues for follower - currently it has 50 lines in one quest, and 90 in the other.I also set up the "follower voice". That's why my character is dumb, but when everything works + I will do a quest for her, I will be able to give her a voice. ;)I try to divide the dialogues in GREETINGS into spoken when the companion is active, when it is sent back and when after the first dialogue I refused to be accompanied.I compared it to the basic followers and mods, and it is shared very differently there. I only have a problem with these few dialogues, but they are crucial. Link to comment Share on other sites More sharing options...
madmongo Posted March 23, 2020 Share Posted March 23, 2020 Your wait package needs to have them wait at their current location, not at their home marker or editor location. From your description, your dialog problems sound like you have something wrong with the conditions that you are using. Link to comment Share on other sites More sharing options...
ramilow Posted March 23, 2020 Author Share Posted March 23, 2020 (edited) Yes, I have a problem with conditions, because I am not quite overwhelmed whether to give GetScriptValiabe or GetQuestValiabe to the dialogue. I suggested basic followers and those from mods. Unfortunately, I am probably putting something wrong, and it would be enough for me to know what conditions (and scripts what i made) to choose to achieve a certain effect."Your wait package needs to have them wait at their current location" - is it somehow defined? In Package WAIT I set everything the same as for basic followers. Unless you have to set it up somewhere else? I suggested this guide. https://www.youtube.com/watch?v=uVIVrPzOJtg Edited March 23, 2020 by ramilow Link to comment Share on other sites More sharing options...
madmongo Posted March 23, 2020 Share Posted March 23, 2020 In that video, the wait package they are using is a guard package. They define the NPC to guard at their current location at about 8:12 in the video. Follow the steps in the video to make the NPC guard at their current location. I haven't looked through the rest of the video. I'm assuming that your variable is in the NPC's script, is that correct? If so, use GetScriptVariable. If you have a different variable that is defined in a quest script instead of in the NPC's script, then use GetQuestVariable instead. Link to comment Share on other sites More sharing options...
ramilow Posted March 23, 2020 Author Share Posted March 23, 2020 Indeed, I missed one of the options, but now everything is fixed;)The only thing left now is dialogs from GREETIINGS. First, what to do so that this option does not appear in the dialogs (also other followers) and conditions - is there any guide on the various dialogue variations? Link to comment Share on other sites More sharing options...
madmongo Posted March 23, 2020 Share Posted March 23, 2020 Use GetIsID as one of your conditions in the dialog. Then that dialog topic will only appear to that specific NPC. Link to comment Share on other sites More sharing options...
ramilow Posted March 23, 2020 Author Share Posted March 23, 2020 (edited) OK, I reparied dialogues, I have a problem setting greetings. I unnecessarily set Greetings as one of the main topics. So far, it turns out that the problems I've been struggling with for hours aren't difficult to fix. I have one opener (GetlslD only, Say Once) that starts the dialogue string and eventually lets me employ follower. It works well. Three more (GetlslD, GetScript Variable and GetQuestVariable, each marked with 1) for basic greeting also (set as Random). The problem is with the other two - the first, which allows you to hire a follower after the player's refusal, and the second, when after sending the companion the player wants to hire him again.I don't know what to set any conditions. I know it must be GetlslD. Edited March 24, 2020 by ramilow Link to comment Share on other sites More sharing options...
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