Follower(s) & fast travel or doors

Post » Sun Nov 18, 2012 2:57 pm

I am curious what exactly or better yet where exactly the code for a follower to follow the player to a fast traveled place or through a door resides ?
Is it a script part of the follower quest ? or somewhere else ?
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Connie Thomas
 
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Post » Sun Nov 18, 2012 8:19 pm

Hardcoded, really

Basically the follower has a Follow-Player package and it is only not running if something blocks it (like a no-follower-enter door / location). Unless the script(s) to do that also handle sending the follower home (stopping the follow package) then you can have instances where the follower charges around the dungeon trying to get to where the player is ...

So, I don't think you can globally effect it, you have to look at each instance of entering a protected area/door and see what scripts do what.
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Catharine Krupinski
 
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Post » Sun Nov 18, 2012 7:22 pm

I have played with the moveto script command and I made a cell and moved the player to it. The follower did not follow ? Is that because of some setting on the cell or does the moveto command not trigger the follower ?
also I know that the follower is in the currentfollowerfaction

is there a way in a script to just check that faction and get the followers reference to use in the moveto command ?
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Marta Wolko
 
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Post » Sun Nov 18, 2012 6:54 am

you can add a script function to check for a follower. but with the large number of people using mods like UFo, it wont really work if they have those mods installed.

there are a few ways to do this, depends on your situation. if you are looking to teleport from a dynalic origin to dynamic location, best of luck.

if your origin is stationary but destination is dynamic, you can enable a gigantic trigger box using an actor zone, and have akActionRef call move to if IsPlayerTeamMate returns true.

if your destination is stationary and your origin is either dynamic or stationary, just call door.Activate(player) on the closest load door at the destination (or add a non visible one there yourself).


in all cases, the follower will only follow if they have a direct path via navmesh (i.e. if the origin is in a custom cell, it has to be connected to tamriel in some way)
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Baby K(:
 
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Post » Sun Nov 18, 2012 11:26 am

Hardcoded, really

Basically the follower has a Follow-Player package and it is only not running if something blocks it (like a no-follower-enter door / location). Unless the script(s) to do that also handle sending the follower home (stopping the follow package) then you can have instances where the follower charges around the dungeon trying to get to where the player is ...

So, I don't think you can globally effect it, you have to look at each instance of entering a protected area/door and see what scripts do what.
there was a long description about how to _avoid_ followers following you on the geck-wiki. basically went with changing package if, uhm, getinsamecell, isinworldspace or whatever that was returned 0, plus some workarounds for a ton of glitches about this. if this helps you any. :-)
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Hearts
 
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