Setting an "Animal" as a Companion

Post » Wed Jun 20, 2012 12:01 am

Another Thread, another problem. Sry, for so much questions. (Yes, i know i am acutally more playing with mods as that i play the game ;D)
I tried to make a mod like the dogs who can join the Player, but with a 4 hooved creature.
Its a new race who is actually working fine is able tu run around, etc.

I already tried to add them some follower factions (i tried the CurrentFollowerFaction, the PlayerPotentialAnimalFaction, PotentialFollowerFaction and even the DogFaction (also when the animal isn't a dog) and made everything what was in the creating a companion tutorial (http://www.creationkit.com/Creating_a_Companion) and added the actor a special voice, who i also added into the VoicesFollowerNeutral and even in the VoicesFollowerAll. The race is that to Allow PC Dialoge. But it still isn't working and i can't even activate the dialoge with the actor. I even tried to add the race to the ActorTypeNPC after i tried with the ActorTypeAnimal and ActorTypeCreature
Was seaching for a tutorial who is explaning, how to make a animal companion, but i didn't found anything.

Making a Human/Elf/Orc Companion is quite simple. But creating a pet companion is way more complicated.

So if anybody know how to make a animal companion or know where to find a detailed tutorial, then thx. :D
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Wed Jun 20, 2012 6:23 am

I have not tried this, but it's worth a try

(thanks to random-internet-person for the tip)

Well yes you can and its much simpler. All you have to do is after choosing the animal, under race click add next to scripts? and look for "WEDogFollowerScript" and add it.
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Tue Jun 19, 2012 3:17 pm

Youre welcome. So if u find a way to get it working, feel free to share it. :biggrin:


So things i tried now:

I added the Dog Voice to the Actor for testing => doesn't worked

I tried to add a human voice to it => this worked, but the Actor wanted to be added to the normal Follower Faction and not the Animal Faction [PlayerPotentialAnimalFaction] i think must be the one he should go to. And the Problem is, i already have a follower.

UPDATE:

Gotcha. I think i acutally got it. I was experimenting with the Stry Dog and added the 4 Factions of him. Donno if i need all of them [CreatureFaction, CurrentFollowerFaction, DogFaction, PlayerPotentialAnimalFaction] and then i added the WEDogFollowerScript to the Actor. And now when i activate him, hes a Companion besides the other Companion. :D
User avatar
Elina
 
Posts: 3411
Joined: Wed Jun 21, 2006 10:09 pm

Post » Wed Jun 20, 2012 5:18 am

Youre welcome. So if u find a way to get it working, feel free to share it. :biggrin: So things i tried now: I added the Dog Voice to the Actor for testing => doesn't worked I tried to add a human voice to it => this worked, but the Actor wanted to be added to the normal Follower Faction and not the Animal Faction [PlayerPotentialAnimalFaction] i think must be the one he should go to. And the Problem is, i already have a follower. UPDATE: Gotcha. I think i acutally got it. I was experimenting with the Stry Dog and added the 4 Factions of him. Donno if i need all of them [CreatureFaction, CurrentFollowerFaction, DogFaction, PlayerPotentialAnimalFaction] and then i added the WEDogFollowerScript to the Actor. And now when i activate him, hes a Companion besides the other Companion. :D
Could you give an example of the numerical value of each of those entries you listed?
Like: PlayerPotentalAnimalFaction -1 or 1 or 0?
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Tue Jun 19, 2012 6:29 pm

Ok, i tested it and it doesn't seems to work how it should. The Actor seems to be added directly as normal/pet Comanion. Thats actually a point who isn't clear to me. It seems to be added as Pet, [because the WEDogFollowerScript is checking this and is a removed him one, i wasn't able to add him again.] but the Menu is more from a human follower and is also interacting with the other companion. So if i let one go, they are both out as companion. [Could try to remove him again from the List of the PotentialFollower voices, because i think there are not animals more the beast races.] And he seems to be added as pet comanion trough the script, but not beeing removed from it when i let him go again.
The game is also crashing very often when the actor is there. But donno if its becasue i was using a NIF who had some more links becasue it was designed for something else in a much derpy way, or because of this problem.
So if somebody has a better understanding on the Animal Companion System, he/she could eventually help to fix this problem. :biggrin:

UPDATE:

Ok, i tried to remove the Actor from the follower talking list -> I can't get a dialoge with him again
Added him back to the Factions -> still not working
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Wed Jun 20, 2012 12:46 am

Hm. I attempted to create an animal follower last night and didn't run into these problems. I'm not in front of my PC right now but when I get home I can pull up the factions I assigned to my critter. My animal follower was a proof of concept for a larger mod that I will begin work on soon (Ranger Companions Mod).

I added a new actor with race type of fox, and am fairly certain I added the CurrentFollowerFaction, PotentialFollowerFaction, RCQCompRangerFaction (custom faction for my mod, player is also in this faction) and then added the default PlayerFollowerPackage for AI. I also followed the rest of the instructions on the "create a companion" page on the CK wiki except for setting the voice type because he's a fox, he shouldn't talk. The only thing you can't do with him is interact with him directly (I assume this is because he's a creature type and they can't be activated unless that is scripted in). I will be adding that functionality so that you can give orders to him at some point, once I have the other issues I ran into fixed (see next paragraph).

I attached this new actor to a summon effect which is attached to a power, so he can be summoned once a day, D&D style. The problem I am having is that because he's attached to a summon effect, you can't summon anything else, such as an atronach, without losing the animal follower.


Anyway, let me know if any of this information was useful.
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Tue Jun 19, 2012 10:52 pm

Getting him to follow is not such a huge problem. The problem is, that he should act like a real animal companion, so that u can give him orders and that he is counting as your animal. So the point i need to get fixed is, that he can take orders and that he is acting like an animal and that he doesn't blend with the other human style follower. And he shouldn't be a companion for summoning.
So please keep me updated, when u make progress with the interacting system. :D
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Wed Jun 20, 2012 3:48 am

Getting him to follow is not such a huge problem. The problem is, that he should act like a real animal companion, so that u can give him orders and that he is counting as your animal. So the point i need to get fixed is, that he can take orders and that he is acting like an animal and that he doesn't blend with the other human style follower. And he shouldn't be a companion for summoning.
So please keep me updated, when u make progress with the interacting system. :biggrin:

I saw something in another thread about having to replace NPCCreatureType in the racial data to NPCActor
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Wed Jun 20, 2012 3:44 am

I saw something in another thread about having to replace NPCCreatureType in the racial data to NPCActor

Will definitely be looking into this when I get home. I suppose I'll have to copy the CrFox race and edit that so as not to mess up any other existing foxes.
User avatar
Rhysa Hughes
 
Posts: 3438
Joined: Thu Nov 23, 2006 3:00 pm

Post » Tue Jun 19, 2012 3:34 pm

Will definitely be looking into this when I get home. I suppose I'll have to copy the CrFox race and edit that so as not to mess up any other existing foxes.

Yeah, tell me if that works for you. I have a problem where if I try to change something's race it won't render at all.
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Tue Jun 19, 2012 2:54 pm

Yeah, tell me if that works for you. I have a problem where if I try to change something's race it won't render at all.

Found this in another thread (http://www.gamesas.com/topic/1355984-help-please-quick-noob-question-regarding-new-sabercat-race/page__hl__custom+race__fromsearch__1):

You need to create a new Armor and Armor Addon or Texture Set for your race.

1) Under Armor Addon - make a duiplicate of NakedSabreCatAA - rename to whatever, under race at the top, you need to select your race, save

2) Under Armor - make a duplicate of SkinSabreCat - under the model where is says nakedsabrecatAA - add your new armor addon from above, and then remove the default one that is listed..save

3) Now go back to Races, Body Data, and then under skin - it needs to point to Armor record that you made above
User avatar
Sunny Under
 
Posts: 3368
Joined: Wed Apr 11, 2007 5:31 pm

Post » Wed Jun 20, 2012 4:59 am

Found this in another thread (http://www.gamesas.com/topic/1355984-help-please-quick-noob-question-regarding-new-sabercat-race/page__hl__custom+race__fromsearch__1):

You're a prince.
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Wed Jun 20, 2012 12:10 am

And it works, if you have any trouble with it, let me know. I ran into a few kinks before I got it working,
User avatar
stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Tue Jun 19, 2012 9:26 pm

Yes, getting a body is something am also familiar with. If u want an own Body u can also link a NIF file in the ArmorAddon and u can add an own texture under Miscellaneous -> TextureSet the file format there is dds. Then u can add the texture by ArmorAddon.

I saw something in another thread about having to replace NPCCreatureType in the racial data to NPCActor
Actually don't know where the racial datas are. Or do u mean the Editor IDs by Keywords. Changed them already for testing to ActorTypNPC. But so its not a problem to get the creature to a full companion, this worked also perfectly. But the problem is more to get him as an animal companion.

So somebody already got a good idea how to fix this? :D
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am


Return to V - Skyrim