How to repair the companion using wrong Bow?

Post » Sat Nov 17, 2012 8:52 pm

I was in the CK and I made a partner who has skills in combat. Used as "Template Data", Aela The Huntress. I realized that my companion, as Aela too, have the same bug: Always uses the default bow.

Even though I give to them a more powerful bow, but still using the weakest and it seems the standard for them. I wanted to fix it in CK, I tried several options, but she never uses the bow that I give, the other weapons are working perfectly; which must be causing this bug?

Thx for those who reply :biggrin:
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Marquis T
 
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Post » Sun Nov 18, 2012 12:09 am

The USKP fixes this in the simplest way possible, which also has the least possible side effects. It edits the specific Follower Hunting Bow to make it playable (it is originally flagged as not playable).

That enables you to see it in your follower's inventory and to trade it away, allowing your follower to make use of any other bow you might wish to provide. The only side effect would be, that there now exist two items called "Hunting Bow", which are both playable, and otherwise equal, but they do not stack in your inventory, because they still remain distinct items.

Be advised, that once it becomes visible in inventory, you might find your follower holding several copies, as a new one is provided each time you ask him or her to follow you. It may also be possible to edit the quest, that gives your follower the bow in the first place, but that may not be a good idea, because it is a huge record, and any edits in it would conflict with any other mod having anything to do with followers.
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Kelly Upshall
 
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Post » Sat Nov 17, 2012 9:21 pm

The FollowerHuntingBow is located within the quest DialogueFollower. It is added as an Alias Inventory item every time a follower fills that alias.
I find the easiest fix is make this solitary change and no other.
Open the Quest:DialogueFollower, go to the Quest Aliases tab and open up the Alias Name "Follower"
In the alias inventory you will see FollowerHuntingBow, delete this.
IF you remove the arrows aswell, your follower will no longer have infinite arrows
Then save save your esp.

Now when you load this esp in game, your followers will use the bows you give them. Bear in mind that if you remove all bows from your follower, they will not magically generate a new bow.

If you use a mod which happens to have this fix, you can then disable this esp if it causes any conflicts.
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Kirsty Collins
 
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Post » Sun Nov 18, 2012 5:36 am

http://www.gamesas.com/user/787323-heilghast/


Fantastic guy! It worked perfectly here... how you found it?

Also, thank you for responding Inki. I would test it, but that of our friend here seemed more attractive. Thanks everyone, great job! :biggrin:
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Vicki Blondie
 
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Post » Sun Nov 18, 2012 10:04 am

I have another question for you... I had to give a "ressurect" in my companion for this work, but there is the issue... will continued her status? Or she returned to the level, that I programmed, 6? It's been a while since I'm with her, have some code that does not damage the status of it and that to give a ressurect safely? Thx again :biggrin:
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Dalton Greynolds
 
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Post » Sun Nov 18, 2012 7:14 am

Well, this is not a totally fresh thread anymore.

However, I have had a nifty little scripting solution to the OP's problem in mind for some time now, and I finally pulled it together, so I thought I might just show it here, to see if this kind of approach might get any traction.

Spoiler
;	--- Add this code segment to the end of FollowerAliasScript ---;;	Every time your follower's inventory changes, this script will check the number of items;	with the same keyword as what the FolloweHuntingBow and FollowerIronArrow have.;;	If other items with the same keywords are found, any follower-specific items are removed.;	If not, the number of follower-specific items is adjusted to the standard amount.;;	As no new properties are introduced, no plugin edits are required.Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)	AdjustInventory(0x0010E2DD,0x0001E715,1)	; FormIDs: FollowerHuntingBow, WeapTypeBow (keyword)	AdjustInventory(0x0010E2DE,0x000917E7,12)	; FormIDs: FollowerIronArrow, VendorItemArrow (keyword)EndEventEvent OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)	AdjustInventory(0x0010E2DD,0x0001E715,1)	; FormIDs: FollowerHuntingBow, WeapTypeBow (keyword)	AdjustInventory(0x0010E2DE,0x000917E7,12)	; FormIDs: FollowerIronArrow, VendorItemArrow (keyword)EndEventFUNCTION AdjustInventory(int ItemID, int KeyWID, int Quant)	Form Item = Game.GetForm(ItemID)	Keyword KeyW = Game.GetForm(KeyWID) as Keyword	int N = Self.GetActorRef().GetItemCount(Item)		; Set N to number of items held	if (Self.GetActorRef().GetItemCount(KeyW) == N)		; No other items with the same keyword?		N -= Quant					; Set N to excess Number of items held	endif	if (N)							; Any adjustment required?		if (N > 0)			Self.GetActorRef().Removeitem(Item,N)	; Remove excess		else			Self.GetActorRef().Additem(Item,-N)	; Fill up		endif	endifendFUNCTION

Basically, I do this kind of thing for my private use, as I don't have the temperament to create or maintain public mods. In this case I think the solution is quite nice, so I will put it out in the open. If you wish to use it in some mod, you are free to do so, but be a gentleman/lady and don't take personal credit for it, if this is where you got it from.

Edit: To be honest, I am curious to see if anybody even takes notice before this vanishes into the bowels of the forum. :smile:
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Lewis Morel
 
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Post » Sun Nov 18, 2012 12:15 am

http://www.gamesas.com/user/360657-inki/

This is really cool, dude. I'll give it a try... but do not worry, I will not post this script in any mod because I make changes to myself too. But I'm posting this link into mods pages that are wondering about this same problem. Thanks for the solutions xD
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yermom
 
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