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My Gang and me


GodofAlcohol

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Hey, Im working on a new Companion mod right now (yah just another new Companion).

So Im working on the tactical commands at the moment, Ive implemented the standard-issues like:

- Follow SHORT,DEFAULT,LONG

- Combat RANGED,MELEE

- Trade Equipment, Wait, WaitAtLocation etc.

 

So now Im asking for any visionary ideas and maybe some comments from modders with the necessary know-how,

which further possibilities can you think of?

 

So,I had the following ideas so far, but dont know if its possible with GECK (help please?):

- Using chems&stimpacks in combat

- Support Player with stimpacks, when hes wounded (+options for health-threshold 10%,25%,50%,75%)

- Aggression-control (Attack everyone, Attack only weaker, Wait for me attacking, NO fighting etc.)

 

Any further suggestions?

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The other day I was playing & my companion decided to dash ahead abit & as I VATted I saw something in her left hand, it took me about a minute to realize she had one of the stims I gave her & she was going through the motion of using it (stabbing it in her side) so the game may well be set up to use chems as well

 

I agree with your ideas

 

How about also the option to stim the companion (like you can with dogmeat) or if possible ask them to rest in a bed

 

btw that self-stimming happened with a basic character under Caring & sharing influence

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Hey, Im working on a project that will make it so you can do this in my teams Project.

 

any way i think there is a command you can put into your AI pak Conditions

Something like this HealthPercent == 40 i dont remmber

then in results UseItem (ID form) or something if that dosnt work trie something else.

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Hey mate. Glad to see you making another companion mod :) Not a great load about.

 

Companions sometimes use them in combat if they have them in there inventory and i think thats just default but as the above post pointed out you can customize it abit and maybe give the player some control over when to heal in combat (at what %).

 

Anyway i coded a simple dirty heal menu into my companion

http://www.fallout3nexus.com/downloads/file.php?id=2732

 

Like this.

 

First set up a dialogue Something like: JessiStimpakHeal (Set it to top level)

 

Make two Infos

 

First: reply if player has stimpaks in there inv: Thanks that feels better.

Second : Reply if player does not have stimpak: Get lost this is not a joke you know.

 

Setup prompt : Your Wounded. Here take this stimpak.

 

-----------------------------------------------------

 

Conditions for the first

------------------------------

 

Set up the usual like scriptvariable hired ; Make sure the NPC is hired (AND)

GetItemCount: Ingestible Stimpak >=1 ; See if player as moreThanEqual to 1 Stimpak (AND)

GetHealthPercentage: NONE < 0.80 for 80% (Could be any percent) (AND)

GetID (NPCs ID)

 

Now heres the Script and it can be changed to effect but here the 100%s

 

Player.removeitem stimpak 1 ; Could be a few

JessiREF.restoreAv Health 1000 ; You could use: JessiREF.Resethealth (For full health)

JessiREF.restoreAV EnduranceCondition 100

JessiREF.restoreAV PerceptionCondition 100 ; Obvious JessiREF would be your NPCs REF

JessiREF.restoreAV LeftAttackCondition 100

JessiREF.restoreAV RightAttackCondition 100

JessiREF.restoreAV LeftMobilityCondition 100

JessiREF.restoreAV RightMobilityCondition 100

 

Obvious you could vary it and or do more dialogues to heal more or less and so on. Lots of possibilities :)

 

 

Second Info would be if the Player does not have any stimpaks.

 

Conditions:

 

Set up the usual like scriptvariable hired ; Make sure the NPC is hired (AND)

GetItemCount: Ingestible Stimpak =0 ; Activate if player has not stimpaks (AND)

GetHealthPercentage: NONE < 1.00 (Just to make sure there health is under 100%) (AND)

GetID (NPCs ID)

 

 

This was just done very quick and dirty but it works because FO3 is flawed imo because if a Follower gets injured in combat they have a script to heal them after combat but if they get limb damage from falling or a exploding car which is not classed as combat then they simply won't heal themselves (Sometimes they may use the odd stimpak (If they have one) but it don't always work well).

 

So this proves effective.

 

Hope this helps.

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You can actually do it with packages and the Healthpercentage like suggested above.

 

I set it up with my companion and she will heal at 80% using 1 stim and 60% using 2 and so on and i also gave her a Variable in her script so i can allow the user to select at what percent she heals :)

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I usually give them to people who post helpful comments are polite and do a good mod.

 

You where helpful above so have one on me :)

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