Zorkaz Posted April 13, 2020 Share Posted April 13, 2020 Would be cool if TT could become a companion after completing the mainquest line of course Link to comment Share on other sites More sharing options...
instyne49 Posted April 14, 2020 Share Posted April 14, 2020 Have a look at AmazingFollowersTweaks, https://www.nexusmods.com/fallout4/mods/26976 . This mod is a powerhouse of configurations, letting you take almost anyone as a follower. It does lots more too. Just make sure you give Piper her interview before enabling this mod. If you don't, Piper may ignore you, and you won't trigger the interview . Link to comment Share on other sites More sharing options...
Stronglav Posted April 14, 2020 Share Posted April 14, 2020 Who needs that crazy retard Link to comment Share on other sites More sharing options...
Zorkaz Posted April 14, 2020 Author Share Posted April 14, 2020 Me, he's one of the best characters :DBut hey, maybe I'm going to find out how to do it myself one day Link to comment Share on other sites More sharing options...
taryl80 Posted April 14, 2020 Share Posted April 14, 2020 It's a long and painful road you plan to go Zorkaz. Don't do it until you are to 100% sure, that you want to do it. Just a friendly tip :). Link to comment Share on other sites More sharing options...
StormWolf01 Posted April 14, 2020 Share Posted April 14, 2020 (edited) Have a look at AmazingFollowersTweaks, https://www.nexusmods.com/fallout4/mods/26976 . This mod is a powerhouse of configurations, letting you take almost anyone as a follower. It does lots more too. Just make sure you give Piper her interview before enabling this mod. If you don't, Piper may ignore you, and you won't trigger the interview . I use AFT a lot. But I've never figured out how to make a regular NPC a follower with AFT. What directory is that under, in the holotape menu? Or, is it in the AID menu? TIA instyne :smile: The follower themselves are.... kinda easy to make. If you're making a new one. It's when you get down to the whole affinity thing, that it can get tedious. Also, dialog. Especially VOICED dialog. Particularly if you want them to comment during certain conditions, like giving crap talk to enemies during a fight, like the vanilla companions do. IF there are even vanilla files for them to do so.Now, if you were wanting to make an existing character a companion, you would want to script it so that it doesn't give you those dialog options until after a certain point has been reached, so that you don't botch any quests. Ummm there's something else that I'm forgetting... Edited April 14, 2020 by StormWolf01 Link to comment Share on other sites More sharing options...
Zorkaz Posted April 14, 2020 Author Share Posted April 14, 2020 I think the biggest issue would be that it breaks his usual A.I, so he won't work for the mainquest anymore. So I'd need to set it up for after the MQ... Sounds already painful Link to comment Share on other sites More sharing options...
taryl80 Posted April 14, 2020 Share Posted April 14, 2020 (edited) You can fire up quests, after a certain quest is done, via a condition I have at the moment successful forgotten :D ... And the most companion actions are quests, so... I would do it on this way: -Build a companion enabler quest that has as condition, that the mainquest is done, or multiple quests (I don't know in how many quests he is involved).-After the enabler quest is done, the npc will be avaible as a companion. If you ask yourself now what a companion enabler quest is, so I can give you to this a short introduction*:*Long ago I had write a companion tutorial, but I was not be able to finish it. So this is just the section about the companion enabler quest and I have work with my companion as example. That means: Everytime you read "Panser" you should rename it to the name of your companion. Companion Enabler Quest Unlike the other Companion quests, this quest type does not appear directly in the Creation Kit. A Companion Enabler Quest "activates" an NPC as a companion. You may have written the most beautiful affinity quest in the world - if you do not write this quest for your companion, the affinity quest will not work. Before we are going into more detail here, let me give you an example: Piper, where you first meet her, outside Diamond City at front of the gate is no more than a standard NPC. Later, you meet her in her apartment and do an Enabler Quest with her, where she asks you about your life in the vault - that's as example a Companion Enabler Quest, because after completing her questioning, she will then be available to the player as a Companion. The content of a Companion Enabler Quest is pretty much unimportant, so I'm not going to focus much on it now, just on the important parts. Regardless of whether your enabler quest involves having the player chat with your companion, kill someone, or do anything else, your Enabler Quest must include at least: -A QuestAlias for your companion. What is in here or not is relatively unimportant for the actual goal of the quest (to activate your companion), the main thing is just that this alias exists. -In the QuestStage that completes your quest the following fragment must be written: "CompleteAllObjectives() ;Game.RewardPlayerXP(XPRadiant.GetValue() as int) ;Panser is now a companion Panser.GetActorRef().SetAvailableToBeCompanion() Stop()" Also, set under "Properties" an entry for the "HasBeenCompanionFaction”. In addition, we also need a GlobalVariable XP Radiant entry under Properties, because the player wants to see a reward for everything today – even if it is only for a 5 minute talk with your companion. Next we go into the Scene Tab. No matter what your planned content is there, your future companion should perform a Dialogue Action in the last scene and this scene should have at least 3 different dialogue ends. What you write in there is pretty much not important again, but the Dialogue End 1 should have this condition: GetInFaction Faction: 'HasBeenCompanionFaction' == 00:00 AND Dialogue End 2: GetInFaction Faction: 'CurrentCompanionFaction' == 1:00 ANDGetInFaction Faction: 'HasBeenCompanionFaction' == 1:00 AND Dialogue End 3: GetInFaction Faction: 'CurrentCompanionFaction' == 0:00 ANDGetInFaction Faction: 'HasBeenCompanionFaction' == 1:00 AND Finally, all I can say is that the Companion Enabler Quest gives you the most room for your own creativity. As I said before, a Companion Enabler Quest can really be anything, as long as it contains the points I mentioned. Of course, you should also give the Companion Enabler Quest a unique ID, which I hope has already happened. I hope it helps! Edited April 14, 2020 by taryl80 Link to comment Share on other sites More sharing options...
Zorkaz Posted April 14, 2020 Author Share Posted April 14, 2020 Thanks. Oh man I never even touched dialogue *Shiver* As for the quest that enables it would obviously be the finished mainquest. Maybe check if some other quests from him would be running... Hm.. I will think about if I really want that :D Link to comment Share on other sites More sharing options...
taryl80 Posted April 14, 2020 Share Posted April 14, 2020 (edited) Well, I don't know what your plan is with him, but if you plan to make him a companion without the affinity system, you can write the enabler quest and then go forward with this video: If your plan is to give him a affinity quest, then... Well... I need to go to bed in 10 minutes, sry. :DDD But, thats then were the pain starts. But at least let me say before I hit my bed: Don't be afraid of dialogues. Scripting is definitely harder imo and that have you already mastered :wink:. Edit: The video is from Seddon 4494. He makes very good tutorial videos. So.. take a look^^. Edited April 14, 2020 by taryl80 Link to comment Share on other sites More sharing options...
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