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Player Home and Dismissing Companions To It.


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I have created a Player Home mod. I did included a workbench; using the Home Plate Workbench. I don't really want to make this a full blown settlement, just a player home to store stuff and work on items using included workbenches.

 

Question: Is there a way to be able to dismiss companions (even custom companions) so they have the option to go to this player home?

 

Not sure this is possible using the interior workbench? I am not sure but one way might be to link the companions to the Center Marker using keyword 'WorkshopLinkToCenter' (something like that). If that did work then for custom companions I would have to have both the player home and custom companion mods opened together in the Creation Kit?

 

Anyway....looking for an easier solution if one exists?

 

Thank you.

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Yes there is a new setting on the CompanionActorScript.AllowDismissToSettlements

 

If that is set to point at a new GlobalVariable

 

And that GlobalVariable is set to value 0 (zero)

 

Then they should be set to dismiss to wherever CompanionActorScript.HomeLocation points to.

 

BUT

 

I was testing this and found that most companions needed a new AI travel package with a target LinkedReference object in that location for them to actually go there.

 

Because the WorkshopPermanentActors.WorkshopMasterPackage which uses LinkedRef WorkshopLinkHome will not be applied by WorkshopParentScript.AssignHomeMarkerToActor as part of FolowersScript.DismissCompanion

 

Probably too much info, but I never know.

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Yes there is a new setting on the CompanionActorScript.AllowDismissToSettlements

 

If that is set to point at a new GlobalVariable

 

And that GlobalVariable is set to value 0 (zero)

 

Then they should be set to dismiss to wherever CompanionActorScript.HomeLocation points to.

 

BUT

 

I was testing this and found that most companions needed a new AI travel package with a target LinkedReference object in that location for them to actually go there.

 

Because the WorkshopPermanentActors.WorkshopMasterPackage which uses LinkedRef WorkshopLinkHome will not be applied by WorkshopParentScript.AssignHomeMarkerToActor as part of FolowersScript.DismissCompanion

 

Probably too much info, but I never know.

Yes....there is smoke coming out of my ears as I type this response :)

 

So if it was a custom companion, one would have to open up that mod along with my player home mod, in the Creation Kit, to preform this function on that custom companion? Not that I would be able to follow what you wrote; a little above my skill level (without watching a u-tube video or such)

 

Thank you for responding....I appreciate your input.

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Really the best and safest way without being too invasive is to use the regular workbench and make it into a settlement.

 

If you don't know how but want a tutorial DON'T watch markymints one, it's wrong and terrible and many people still watch it.

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Really the best and safest way without being too invasive is to use the regular workbench and make it into a settlement.

 

If you don't know how but want a tutorial DON'T watch markymints one, it's wrong and terrible and many people still watch it.

I use Neeher's tutorial on settlement creation.

 

I really just wanted a player home and want to avoid making it into a settlement. I guess if I will just have to decide if dismissing companions to this location is more important than just having the basic workbench.

 

Thank you.

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