Spiffster422 Posted March 14, 2021 Share Posted March 14, 2021 Hello – I’m currently working on a companion mod right now but I need a little help. I should also say that I am new to modding so I often don’t know what to do when I get stuck. This is kind of a long post so I apologize. Let me start with what I want to accomplish, it's a lot so I put it under spoiler tags. I want my NPC to be inside the prospectors saloon in good Springs. I want it so that he will not talk with the player until after he’s decided the fate of Goodsprings i.e. Ghost Town Gunfight or Run Goodsprings run. If the player sides with Goodsprings my NPC will be outside the saloon fighting with everyone else against the powder gangers. And by contrast if the players sides with the powder gangers my NPC will fight the player to the death. I want my NPC marked essential except in this instance, once you side with the powder gangers, he can be killed. Any other time he's invincible. But if the player character sided with Goodsprings and defeats Joe cobb and the powder gangers, then there will be some dialogue and you’ll have the option of recruiting him to your party. Once he’s in your party, I want him to comment on locations when you arrive there similar to how the games companions will do, as well as the Willow companion mod. I also want him to advocate for an independent New Vegas followed by NCR and then he’s kind of OK with the house. But if the player is Legion or has a high reputation with the Legion then there will be some dialogue and he will leave. Similarly, if the player starts going crazy and killing innocent people, my NPC will have some dialogue and start attacking the player. I also have a Side quest for this NPC that will be triggered by certain points in the main story. And finally at the end to have a end of game credits slide talking about what this NPC does after the second battle of Hoover dam So that’s what I want to accomplish. Now let me tell you what I have accomplished. I have created the NPC as well as his inventory. He is inside of the prospector saloon. And when ghost town gunfight starts, he will leave the saloon and fight the powder ganders. So far that's it. I'm sort of familiar with making a basic companion/ follower so I don't really need help with that per se, but everything else I need help with. That’s all I’ve accomplished lol so I guess I need some guidance and some help. First off after that gun fight he stays outside of the saloon and doesn’t go back inside as far as I can tell his AI package is identical to Trudy or sunny smiles both of whom are normally inside of the saloon, participate in the gun fight, and then they go back inside. So that’s the first thing I need help with. If there is anyone who has experience making NPCs or companions who would be willing to chat with me and kind of help/guide me to make this. I’ve spent hours looking at the GECK wiki page and there’s just still things that I am stuck on. Things like scripting especially are difficult for me. I'd also be down with teaming up with someone and crediting them on the mod while I learn along the way. So if anything thank you for reading this massive post and even if you can help with some but not all of this I would greatly appreciate it. Link to comment Share on other sites More sharing options...
Radioactivelad Posted March 15, 2021 Share Posted March 15, 2021 It sounds like the "go outside" package does not know the fight is over. You need to either remove the "Go Outside" package after the fight, or give it a condition so that it only runs when the fight is supposed to be happening. Link to comment Share on other sites More sharing options...
dubiousintent Posted March 15, 2021 Share Posted March 15, 2021 Don't forget to use the EVP function when you want the switch in AI packages to take effect. Otherwise there can be a delay. -Dubious- Link to comment Share on other sites More sharing options...
Recommended Posts