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Monster Wars - New Vegas Edition


Ironman5000

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The conditions for it are that they are alive and that the Follow variable is 1, so they will pop up any time they're following you and you're far enough away.

 

You should be able to just take that section out, since the follow package that I assume the variable triggers will keep them with you when you fast-travel.

Edited by luthienanarion
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The conditions for it are that they are alive and that the Follow variable is 1, so they will pop up any time they're following you and you're far enough away.

 

You should be able to just take that section out, since the follow package that I assume the variable triggers will keep them with you when you fast-travel.

The Self.MovetoPlayer bit? I just tried travelling without that and they all still turn up. Like I said though if anyone wants to take a look at the esp I don't mind uploading it, I can even package the assets i'm using for the companions to test it out without worrying about ctds.

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<snip>

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

 

That's the issue. They are ALWAYS being made a teammate - immediately. You need to add another condition to that.

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<snip>

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

 

That's the issue. They are ALWAYS being made a teammate - immediately. You need to add another condition to that.

Well with that being the function I got rid just to try it out and in testing it does fix the problem but I can't open the companions inventory (Index 2 read by the script and message, 0 is Follow, 1 is Wait). It does now make the companions usable which is a massive plus but I liked having that option.

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Ah! I remember seeing this a while back, forgot it even existed :tongue: If I can't get this inventory option back I will have a look at this.

 

Thanks for digging this up :thumbsup:

Edited by Ironman5000
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That's the thing about things, they are very distracting :tongue: This is one of the mods I am seeing all the way through though, got loads of smaller projects that never got finished or in WIP stage that might not see the light of day for even a year or so yet!
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Well here are the first 3 that have been put together, I will make sure they make it in either way :yes:

 

http://newvegas.nexusmods.com/images/2570251-1357516585.jpg

http://newvegas.nexusmods.com/images/2570251-1357516747.jpg

http://newvegas.nexusmods.com/images/2570251-1357615642.jpg

 

And here are some ghoul varients to expect, couldn't fit them all in and got a few more to add yet

 

http://img593.imageshack.us/img593/7572/screenshot162io.jpg

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Everything is going well so far with the mod, added some more guys to the mod

 

These are NCR Combat Troopers that have been added to the faction, very effective in ranged combat using rifles and pistols. These would come across as soldiers training to become rangers.

http://img266.imageshack.us/img266/7996/ncrcombat.jpg

 

Wasteland Surgeons will be found around the game offering their services, some will be linked to the followers of apocalypse. I may add the faction disguise to these not sure yet.

http://img685.imageshack.us/img685/5367/surgeonq.jpg

 

These will be known as raider Infiltrators that will appear as you progress, the outfits can be collected and used as a disguise against most raider types

http://img266.imageshack.us/img266/9220/aider.jpg

 

The is the Acquisition Merchant who will show up throughout the game along with the travelling caravans, selling rare items especially catered for the new weapons with this mod.

http://img547.imageshack.us/img547/6564/merch.jpg

 

You may or may not recognise these from dragbody's Ten Armor Pack who has been credited in the readme (the readme had to be started to make sure I don't miss anything out, I even had to seperate it into 2 parts. One is the main the other is the rather extensive contents list)

 

There have been a few other beasties added but might update the page when I have more, not much more additions now I want to make sure new stuff will appear in all corners of the game :biggrin:

 

There are a few things for which I could do with some further assistance, I have been reviving some MZeta assets for the alien faction and thought it would be cool to get the Healing Arch in there (BSA path = meshes\dlc05\dungeons\mz\misc\dlc05healarch01.nif) and getting it working, i'm guessing with a script linked to a trigger box placed inside or similar? It's not absolutely essential but I have had my eye on this gadget for some time and love to get it working. There was a few other things but my brain is fried after a long night of modding, will update if I remember.

Edited by Ironman5000
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