[Question] Companion Wheel

Post » Fri May 27, 2011 2:47 pm

im really wondering how to make the companion wheel work fully for companions, does anyone have any ideas?

here is what i found out so far:

to activate it you need to set
MYcompanionREF.SetPlayerTeammate 1


the share function is quite clear, nothing has to be done
the game simply does a openTeammateContainer on the reference youre talking to

but i have no idea how the other functions are accessible, id really like to use the new wheel for my companions tho
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Fri May 27, 2011 10:45 am

The VNPCFollowers Quest can be used as your template. If you copy most of it (a couple of things in it don't seem to be in use or at least I haven't heard them yet/aren't on the wheel itself) you will get the wheel and a standard functioning follower.
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Sat May 28, 2011 12:01 am

mmh, well, my problem is not to get a working companion but to get a working wheel... my companion does everything he should yet just the functions of the wheel dont do anything for me

could it be that those shorts in the companion scripts need to be in place and named like the vanilla ones, like the shorts get accessed by the wheel and triggered?
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Fri May 27, 2011 8:55 am

This thread is helpful: http://www.gamesas.com/index.php?/topic/1126623-companion-wheel/page__p__16542236__hl__wheel__fromsearch__1&#entry16542236

I was playing around with this last night. I created a new quest with a script for my follower. I usually but the variables here. Then went to add a topic. I chose a topic that is used in the VNPCFollowers quest - for example the one for waiting. Then added a new info for this topic, with conditions on it for my follower (GetIsID), and iWait == 0. In the result script I set iWait to 1 and iFollow to 0, and an evp. Did the same thing for the 'lets get going' topic. Now the wheel works for wait and follow.
User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Fri May 27, 2011 11:32 pm

k thanks for the tipps....

ok here are the important facts:

-the companion wheel executes the trade and use stimpack commands by itself, no scripting or otherwise needed, stimpacks are taken from the players inventory

-the companion wheel monitors certain topics, many of the FollowerXXX topics, you will have to use them to make it work right (look at the VNPCFollowers quest to see which - not all of them are needed tho)

-the CW also monitors certain predefined variables inside the companion's script,
these must have the same name as the variables inside the vanilla companion scripts (look at their scripts for the exact variable names),
they are used to tell the CW what the CW fields should show and what is triggered atm, for example if the companion is following close or at a distance
these variables have to be triggered by the FollowerXXX topics

question:
whats the difference between "follow at a distance" and "back up"?
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Fri May 27, 2011 9:23 am

k thanks for the tipps....

ok here are the important facts:

-the companion wheel executes the trade and use stimpack commands by itself, no scripting or otherwise needed, stimpacks are taken from the players inventory

-the companion wheel monitors certain topics, many of the FollowerXXX topics, you will have to use them to make it work right (look at the VNPCFollowers quest to see which - not all of them are needed tho)

-the CW also monitors certain predefined variables inside the companion's script,
these must have the same name as the variables inside the vanilla companion scripts (look at their scripts for the exact variable names),
they are used to tell the CW what the CW fields should show and what is triggered atm, for example if the companion is following close or at a distance
these variables have to be triggered by the FollowerXXX topics

question:
whats the difference between "follow at a distance" and "back up"?


Yes, the VNPC Followers Quest makes it pretty easy. If you follow the set up in the results scripts of the dialogue topics and set up your followers' objects scripts from there it takes hardly any time at all to get a follower up and running. I've made two in the last few days.

When I've used "back up" on the wheel it seems to me that the player is actually pushed back a certain distance from the follower. I don't know if that's what happened, but that's the sensation I've gotten when I've done it. I guess it could be that the follower was pushed back from player as well. But I think it's a one time event whereas follow at a distance changes the permanent follow distance of the follower. I'm not certain about that since there is no package for it.
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Sat May 28, 2011 12:47 am


When I've used "back up" on the wheel it seems to me that the player is actually pushed back a certain distance from the follower.


It makes the follower turn on its heel and walk a short distance away from the player. Neat behavior.

Neat stuff, neat stuff, need to look closer at it when I get the time.
User avatar
Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Fri May 27, 2011 12:20 pm

you find that behavior neat? i fnd it utterly useless lol, wasted CW space if you ask me...
but maybe you can change it to somin useful like: ("take chem"->opens menu to choose which)
or somin like that ;)
User avatar
Connie Thomas
 
Posts: 3362
Joined: Sun Nov 19, 2006 9:58 am

Post » Fri May 27, 2011 2:00 pm

I had believed though that the companion wheel does not do extra stuff aside from tie into the quest topic result scripts? I could be wrong about that, it is after all an .exe based thing so, who really knows. But I do know that I hijacked the melee/ranged function of the wheel for my own thieving purposes, and it seems to work as expected (I modified the result script for melee/ranged toggle to do my bidding instead of swapping the melee/ranged combat style on the follower).
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Fri May 27, 2011 2:40 pm

you find that behavior neat? i fnd it utterly useless lol, wasted CW space if you ask me...
but maybe you can change it to somin useful like: ("take chem"->opens menu to choose which)
or somin like that ;)


It's actually very important because followers can cause you to get stuck in place, trapping you in corners among static objects or up against teleporting doors.

A function like this was among the very, very first things I added to my Fallout 3 Phalanx follower mod. Only, Obsidian's way of doing it is a bit less.... hectic. hehe.

(but they also have the source code there it would seem, so they can do more. *jealousy* ).
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Fri May 27, 2011 8:42 pm

the weapon tactics get decided via the quest topic result script, only stimpack and share dont need a topic at all to work

mmh ok that seems like a use for back up... never thought of it, i just scream at my screena and push em aside if thaa happens -.-
dunno how that works tho, didnt find a topic for it and it doesnt work without one
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Fri May 27, 2011 9:11 pm

mmh ok that seems like a use for back up... never thought of it, i just scream at my screena and push em aside if thaa happens -.-
dunno how that works tho, didnt find a topic for it and it doesnt work without one


I know how it works! It's what they call PFM. Pure Something Magic.

That wheel is clearly hooking into the guts of the game now and then. I'ma guess this is one of those times.

I also note that there is a companions-only perk which gets applied to each follower at hire. I have seen extra-special things in these followers and, it makes me wonder if that perk is the .exe's cue for some of that stuff.
User avatar
CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm

Post » Fri May 27, 2011 9:45 pm

nah, i didnt add that perk to my companion and he works just fine, it simply modifies their attack dmg and armor rating, most likely for balancing, attack gets reduced and resistance increased so that the player has more fun killing and less worries about the companions staying alive... ed-e and robodog still die as if they were made of sugar and had diabetes nevertheless

must all be hidden in the exe once again, beth likes to do that for some wicked reason, they probably sit in the lounge right now sipping on a splendid drink and giggling about us discussing how that stuff works... evil i say! evil!
User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Fri May 27, 2011 3:14 pm

nah, i didnt add that perk to my companion and he works just fine, it simply modifies their attack dmg and armor rating, most likely for balancing, attack gets reduced and resistance increased so that the player has more fun killing and less worries about the companions staying alive... ed-e and robodog still die as if they were made of sugar and had diabetes nevertheless

must all be hidden in the exe once again, beth likes to do that for some wicked reason, they probably sit in the lounge right now sipping on a splendid drink and giggling about us discussing how that stuff works... evil i say! evil!


I saw that part of that perk, but I feel like I can't assume anything at this point.
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm


Return to Fallout: New Vegas