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Companion Follow problem


OblivionGR

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So it comes to this, i made a new vault, for housing needs, i placed the navmeshes (with no errors), entry points ok, but... when i enter my new vault-house, these problems pop up:

 

1) companions that currently follow me, will take up to 2 minutes to spawn inside the vault

2) when they spawn, there is a 33% propability that CLOVER will dissapear ... forever

3) when they spawn, if they spawn, they will loose their coloured textures for about 10-15 seconds or so and stand idle. after 10- 15 secs their textures will appear and start following me about the vault like nothing is wrong.

4) When inside the vault, they have some problems finding a valid route to follow me

 

Questions:

A) I'm using the sandbox mode for the companions, could this be the problem?

B) Could the navmeshes have some kinda of problem that the editor (G.E.C.K.) wont warn me about?

C) Can i place some kind of waypoints so that companions can travel about easier?

 

Thank you for your answers, if any, in advance...

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A. I dont know if sandbox-package is a problem, but I only saw FollowPlayer packages for companions.

 

B. Did you remember to re-finalize the exterior Cell where the entrance to your vault is located? The entrance must have a green triangle in front of it to allow cell-travels of NPCs I think.

 

C. Dunno ;)

 

A workaround would be to handle this via script. So if your companion has his own script, just add something like

If(Player.GetInCell <your Cell> == 1 && <FollowerREF>.IsInCell <yourCell> == 0)
 FollowerREF.MoveTo Player
endif

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I refinalized the triangle you're saying around 5 times in a row, many times, of course the triangle is kinda small, should i try make first triangle a little big?

 

and if i play a lot with the finalize-check-optimise buttons, GECK crashes. Hurray!

 

And i dont really understand why the missing companion textures for 10 - 15 secs. My companions look a little lost when they enter, like taking a breath and thinking.

 

Another question, the navmesh should go a little behind the door? or its ok to start right at where the door is linking?

 

(sorry for bad english)

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I think even a small green triangle is ok and the NPCs SHOULD be able to use it.

Just try to put it a bit behind the door, but I think the NPCs will think they can actually go behind the door then, not sure.

There were several navmesh problems regarding followers, so maybe its just a bug and you can try to fix it via script.

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  • 2 weeks later...
I think even a small green triangle is ok and the NPCs SHOULD be able to use it.

Just try to put it a bit behind the door, but I think the NPCs will think they can actually go behind the door then, not sure.

There were several navmesh problems regarding followers, so maybe its just a bug and you can try to fix it via script.

 

 

I am having a similar problem with followers not entering new cells. I have finalized the navemesh inside and out. If I enter the new cell and hit the wait button, they appear, and follow me out. I just can't get them to follow me in.

 

I don't know anything about scripting, I tried to add your workaround to dogmeat script. It said I needed a beginning and end. I am unsure of exactly how to edit it.

 

Any help in editing the scripts would be appreciated

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Oddly enough I'm having the same problem myself. It was working fine to begin with, but when I added a new door to a another interior cell it has started to have this problem. Once it even spawned a deathclaw instead of my companion (which scared the living daylights out of me). The companion will show up in the cell if you rest in a bed or wait an hour. But they seem to have trouble instantly following the player through the teleport into the cell, yet like Chucksteel said, not out. I'm going to try a few more Navmesh tricks before I give up at this and leave it as it is...
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This has ben driving me nuts. If you find a fix please let me know. I have ben working on a mod called wasteland shops, opening up all the boarded up storefronts. I have done all the shops at Jurry Station, North west Senica, Georgetown, Mason District south, and am currently working on Lenfant Plaza. The big problem is when I was testing a shop my companion ran off and got them self killed while I was inside. I wouldn't mine if they just respawned when I came out but I consider them dyeing a bug.
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Ive written a script for my follower to follow me into interior Cells. For me it works, so Ill try to remember it ;)

 

ref MySelf

begin gamemode
 if(MySelf != GetSelf)
set MySelf to GetSelf ; set MySelf variable to the Followers reference
 endif
 
 if(MySelf.HasBeenHired == 1 && MySelf.Waiting == 0 
 && Player.IsInInterior == 1 && MySelf.IsInInterior == 0 )
MySelf.MoveTo Player 50,0,0
 endif
end

 

The follower must have the following variables in his script:

Waiting - indicates he is not following you

HasBeenHired - idicates he already has been hired by the player

If the follower has other variables than these, you'll have to replace them in the code.

 

This script will move the follower in front of the player, when he enters an interior cell.

You'll have to add these code into the script of he follower you want to follow you (i.e. Clover's Script,Jericho's Script etc.)

When theres already a "begin Gamemode" block in the script, just add these contents into that block.

 

Hope it helps ;)

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GodofAlcohol

 

You are my Hero!!!

 

Thanks for your help I tested your script with dogmeat and he finally enters my new cells.

 

it seems to work flawlessly, I was starting to think what I was doing was pointless, you can't have followers wonder off when your downtown.

 

 

Thanks

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So after trying different things and such... I just figured... what the heck... I'll try this on my older computer and see if the mod works on it before I go to sleep.

 

To my upmost supprise... the companion (dogmeat) followed me in. :blink:

 

I'm thinking it might be one of the mod companions I use (not sure how)... But I havn't the time to check at the moment. I'll do so tomorrow morning.

 

Though it also could be that in some strange way... linked to the computer it was made on, and it won't prefrom correctly on it. If you have access to another computer, try testing your mod out on it. Or if you have a trusted friend, let him test it and see if the companions follow him.

 

Not to say that GodofAlcohol's script doesn't work and isn't a good sure fire way to solve the problem (works wonderfully actually kudos to you). But considering the rush of companion mods out there, you cannot trust that everyone of them will have that niffty handy script in it. So if you want to try what I did and get a friend to test it or another computer to try it on. I'm going to do more testing though.

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