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Monster Wars - New Vegas Edition


Ironman5000

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Thanks :happy: Kudos for the help :thumbsup:

 

Anyway now that's cleared up I thought I would update with some more pics,

Werewolves and Were-Stalker

http://img842.imageshack.us/img842/6972/ffes.jpg

 

Alien Assassins will use their own alien blades and can be collected, plus I restored the Mothership Zeta weapons for this faction

http://img825.imageshack.us/img825/5157/screenshot152c.jpg

 

Roughskin, a unique boss disguised as a ghoul. Kill him to gain his mask that will disguise you as one of them just like FO3

http://img833.imageshack.us/img833/9468/screenshot156j.jpg

 

Pack Rats will accompany some merchants as well as the Pack Bighorners

http://img834.imageshack.us/img834/2985/screenshot160z.jpg

 

Failed FEV Subjects will be friendly with super mutants and centaurs, using melee combat

http://img705.imageshack.us/img705/8383/screenshot161y.jpg

 

More to come! :biggrin:

Edited by Ironman5000
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OK noticed another bug in the mod that needs stamping out, hope someone can assist me? These guys were put together using CMF Companion Tutorial by Darkfirebird and seem to work fine including AI and UI, but for some reason in testing when I fast travel or coc (console) travel all the placed companions appear with me at the new location before I have even approached them. Needless to say until I work this out I can't keep them :sad:

 

If anyone could offer some assistance I can upload the WIP esp for you to have a look, compare to the linked tutorial and see where I went wrong? I'm almost certain it's a very small edit that is needed but I have a habbit of overlooking things sometimes.

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OK noticed another bug in the mod that needs stamping out, hope someone can assist me? These guys were put together using CMF Companion Tutorial by Darkfirebird and seem to work fine including AI and UI, but for some reason in testing when I fast travel or coc (console) travel all the placed companions appear with me at the new location before I have even approached them. Needless to say until I work this out I can't keep them :sad:

 

If anyone could offer some assistance I can upload the WIP esp for you to have a look, compare to the linked tutorial and see where I went wrong? I'm almost certain it's a very small edit that is needed but I have a habbit of overlooking things sometimes.

 

Make sure their Follow packages are disabled at the start. You may have to force-change the packages and call evp on them.

 

Edit: 'Cause Homonyms are little b****es

Edited by Xaranth
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I'm not sure what to edit for this, from I see in the script the follow package is only active on talking the reference which is the companion. Maybe it has something to do with the Map Marker feature near the bottom of the script? Or I thought maybe it could be this,

		If Self.GetDistance Player >= 5000	; Just in case it gets lost.
		Self.MoveTo Player

But surely this is triggered on activating them otherwise they would appear next to me from the start :confused:

 

Here is the script anyway

 

scn I5KSharptoothScript		;Name of the script. Change to something you want

short Follow					;Is it on Follow
short Stay						;Is it on Stay
short Activated					;For use with the buttons
short Button					;Same as above
short IsSneak					;Get is in Sneak
ref self						;Itself

Begin OnLoad

set self to GetSelf			;Set the Reference to what you placed this on.
SetIgnoreFriendlyHits 1			;Does it ignore Friendly Hits? Default yes

End

Begin OnActivate						;When you 'talk' to it

If self.GetDead == 0				;If it isnt dead, proceed
	If IsActionRef Player == 1		;Is the person or object 'talking' to it is player, proceed
		ShowMessage I5KMessageFollowerSharptoothCommand	;Show this message box.
		Set Activated to 1		;Sets 'used' state so it will not repeat
	EndIf	

; OPTIONAL if you want them to know if the pet is unconcious

elseif self.GetUnconscious == 1		;Is the person or object is Unconcious ( Essentials )
	ShowMessage I5KMessageFollowerSharptoothUnconcious

; END OPTIONAL

; NOTE: The below only works if you DON'T want your companion to be 'immortal' aka cannot die.
elseif self.GetDead == 1			;If the above failed to check, is the this ref dead? If so proceed, if not next statement.
	Activate


Endif
End

; OPTIONAL for Companion being hit by the Player
Begin OnHit Player				;if you shot it or hit it with anything

If Follow == 1 || Stay == 1		;checks to see if its a teammate to you. if not this wont go.
	ShowMessage I5KMessageFollowerSharptoothHit	;the message to show when it is hit. optional. delete this if you want.
Endif

End
; END OPTIONAL


Begin GameMode

if GetPlayerTeammate == 0			;Loops each time it is not a Teammate. ( Avoids some bugs like them attacking passives etc without being provoked.
	SetPlayerTeammate 1
endif

If Activated == 1					; Do NOT touch unless you know what you are doing. Only edit the commented lines.
	set Button to GetButtonPressed
		if Button > -1
			set Activated to 0
				if Button == 0
					Set Follow to 1
					Set Stay to 0

						;OPTIONAL for the Map Marker

						If IsInInterior == 0
							I5KRefMMSharptooth.disable		;Change Companion001MM to your Map Marker REF
						Endif

						; END OPTIONAL

					evp
					set Activated to 0
				elseif Button == 1
					Set Stay to 1
					Set Follow to 0

						;OPTIONAL for the Map Marker

						If IsInInterior == 0
							I5KRefMMSharptooth.MoveTo player	;Change Companion001MM to your Map Marker REF
							I5KRefMMSharptooth.enable			;Change Companion001MM to your Map Marker REF
						Endif

						; END OPTIONAL

					evp
					set Activated to 0
				elseif Button == 2
					If Follow == 1
						OpenTeammateContainer
					else
						ShowMessage I5KMessageFollowerSharptoothNoFollow		;Change to your NoFollow message.
						evp
						set Activated to 0
					endif
				endif
		endif
endif

If Follow == 1 && self.GetUnconscious == 0 && self.GetDead == 0

	If Player.IsSneaking == 1 && IsSneak == 0
		Set IsSneak to 1
		evp
	elseif Player.IsSneaking == 0 && IsSneak == 1
		Set IsSneak to 0
		evp
	endif

	If Self.GetDistance Player >= 5000	; Just in case it gets lost.
		Self.MoveTo Player
	Endif

Endif

End

 

Edited by Ironman5000
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