McFearo Posted January 8, 2021 Share Posted January 8, 2021 As the title says. None of the companion creation videos I've seen cover this bit of dialogue, where the companions will say something to the player if the player crouches or aims a gun at them. I can't find any scripting anywhere that tells the vanilla companions to sayto these things. Would I need to add it under the topics in the VNPCFollowers dialogue quest? I don't want to get too fancy, I don't think my character will even say anything when sneaking (it might just say <Dixie nods> to acknowledge that he's sneaking, in an unvoiced line) but I'd like to add this functionality/reactivity to my companion and for the life of me I can't figure out what causes the vanilla companions to say these lines. Link to comment Share on other sites More sharing options...
ashtonlp101 Posted January 8, 2021 Share Posted January 8, 2021 Usually reactions like that are under the "Combat" tab in the quest. If you want to write a simple Script: Begin Gamemode Short Cooldown Player.IsSneakingIf Cooldown== 0If Player.IsSneaking== 1DixieRef.Sayto Player AcknowledgesSneakingTopicSet Cooldown to 1EndifEndif If Cooldown== 1If Player.IsSneaking== 0Set Cooldown to 0EndifEndif END Link to comment Share on other sites More sharing options...
McFearo Posted January 8, 2021 Author Share Posted January 8, 2021 Usually reactions like that are under the "Combat" tab in the quest. If you want to write a simple Script: Begin Gamemode Short Cooldown Player.IsSneakingIf Cooldown== 0If Player.IsSneaking== 1DixieRef.Sayto Player AcknowledgesSneakingTopicSet Cooldown to 1EndifEndif If Cooldown== 1If Player.IsSneaking== 0Set Cooldown to 0EndifEndif ENDThanks for that! Worked like a charm. Dixie now nods silently to the player when they sneak. Yay! Now I just have to figure out the scripting for if they aim down ironsights at him Link to comment Share on other sites More sharing options...
Radioactivelad Posted January 9, 2021 Share Posted January 9, 2021 Scripts are unnecessary, the functionality is built in to game. In the Quest object your managing your companion with, The topic FollowersStealthing will trigger when the player enters sneak stance, PLAYERIRONSITES does what you'd think it would do.If you've spent any time with vanilla followers to hear their barks, you can figure out what topics do what by skimming through the VNPCFollowers quest; specifically the "Topics", "Combat", and "Detection" sections are where all the familiar ones will be. This is assuming you are making a Companion properly, using the Setplayerteammate function and not one of those kludgy frameworks like Nosco. Link to comment Share on other sites More sharing options...
McFearo Posted January 10, 2021 Author Share Posted January 10, 2021 Scripts are unnecessary, the functionality is built in to game. In the Quest object your managing your companion with, The topic FollowersStealthing will trigger when the player enters sneak stance, PLAYERIRONSITES does what you'd think it would do.If you've spent any time with vanilla followers to hear their barks, you can figure out what topics do what by skimming through the VNPCFollowers quest; specifically the "Topics", "Combat", and "Detection" sections are where all the familiar ones will be. This is assuming you are making a Companion properly, using the Setplayerteammate function and not one of those kludgy frameworks like Nosco.I am using SetPlayerTeammate. For this companion mod I followed along with the videos on YouTube from GeroKeyMaster and he did specify that in the scripts he shared. Thank you for your input! I'll try just using the existing follower dialogues for detection, combat, etc in my companion's dialogue quest and see how that works out. Link to comment Share on other sites More sharing options...
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