How to get NPC Companion to Fast Travel?

Post » Fri May 27, 2011 5:21 pm

I am remaking one of my Fallout 3 mods I made along time ago for New Vegas. One thing I never got down was how to get a companion to fast travel with you are follow when or enter a new area.
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Your Mum
 
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Post » Fri May 27, 2011 8:08 am

The mod I made was a Pokemon kind of thing where you could summon companion animals to follow and help fight with you. I had problems with the AI but I finally fixed that but I am still not sure on how to get them to follow you into new areas or fast travel. So if you know how to do this please let me know.

I am making 2 versions of this for New Vegas, a Pokemon version and a non Pokemon version. Here the Fallout 3 version http://www.youtube.com/watch?v=KWNcSEefq5k
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Sakura Haruno
 
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Post » Fri May 27, 2011 7:39 am

I'm pretty sure you just need to set their AI package to follow the player, but not completely positive - I haven't messed with AI packages in years.
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Steph
 
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Post » Fri May 27, 2011 9:39 am

I'm pretty sure you just need to set their AI package to follow the player, but not completely positive - I haven't messed with AI packages in years.


Thats what I have right now but I'm not sure if theres a certain box I need to check or something or a certain thing in the conditions.
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Erich Lendermon
 
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Post » Fri May 27, 2011 2:06 pm

Bump
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Rodney C
 
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Post » Fri May 27, 2011 5:18 am

:brokencomputer:
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Da Missz
 
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Post » Fri May 27, 2011 4:52 pm

if you are making your own NPC and wants it to follow player everywhere.

you could just make an object script that detects how far the NPC is away from the player and just use the MoveTo function.
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Mistress trades Melissa
 
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Post » Fri May 27, 2011 8:41 am

I am remaking one of my Fallout 3 mods I made along time ago for New Vegas. One thing I never got down was how to get a companion to fast travel with you are follow when or enter a new area.


If your folllower is on a "follow" type package, most of this will tend to work without you needing to do anything else.

But, there can be problems with followers being able to follow the player through load doors sometimes. It can be a pain to deal with. One way to deal with it is by scripting the doors, In Fallout NV, I think that Obsidian themselves is already scripting at least some of the doors. I saw a generalized sort of script which looked like it could have been placed on the various problematic doors and it would have worked well enough. In principle, you would want to tap into that script and add your follower's REF to it in the appropriate way, but also, understand that only one mod can edit the door script at a time. So if you tried to use another mod which also wanted to use those scripts for ITS follower, that person's script won't be moving your follower through the door. You'd want to be aware of that.
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Matthew Aaron Evans
 
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Post » Fri May 27, 2011 12:06 pm

Basically what I am doing is making friendly versions of creatures out it the wasteland that you can summon to fight along side you and follow as it was like Rex or any other companion. I accomplished this with Fallout 3 with Pokemon mod but could never get them to enter doors with you. I will have to check out what I have done AI wise and see what they can do, might have fixed the fast travel but not the doors.
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Angus Poole
 
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Post » Fri May 27, 2011 7:54 am

Ok tried out what I have. Still won't follow me when I fast travel or enter a new area. They follow me when I walk around and attack any near by enemies. Is there a Flag I need to check or something in Conditions? Anyone know a AI Package I could copy? I might download a companion mod and look at the AI Packages they have.
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MarilĂș
 
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Post » Fri May 27, 2011 10:02 am

Ok tried out what I have. Still won't follow me when I fast travel or enter a new area. They follow me when I walk around and attack any near by enemies. Is there a Flag I need to check or something in Conditions? Anyone know a AI Package I could copy? I might download a companion mod and look at the AI Packages they have.


well, make sure they are set to 'player teammate' I guess...

there are followers in the game of course and you can look at their follower packages, open up creature "Lily" for example.
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Meghan Terry
 
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Post » Fri May 27, 2011 3:00 am

well, make sure they are set to 'player teammate' I guess...

there are followers in the game of course and you can look at their follower packages, open up creature "Lily" for example.


How does one set it to player teammate? Honestly can't think I have seen that.
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Post » Fri May 27, 2011 5:46 am

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Ownie Zuliana
 
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Steve Smith
 
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Post » Fri May 27, 2011 4:50 pm

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You will do it in a script somewhere. When/where depends on how you are getting them to come to you or if you are travelling to them or whatever. There's a function you use to do it. Have you looked in the esm's? Either FO3 or NV to see how it's done there? When the followers are hired it's set to 1 and when they are fired it's set to 0 (in the dialogue results script). You could do it in a dialogue results script like it's done with the followers, or you could do it in whatever script(s) you are using to move them around in the gameworld if that's how you are handling it. You can set it to 1 when they join the player and then set it back to 0 when the player releases them back into the wild.

It would look like this

YourCreatureREF.SetPlayerTeammate 1

and the back to 0 again when you don't need them to behave as a follower any longer.


Here's the GECK wiki function page description of SetPlayerTeammate: http://geck.gamesas.com/index.php/SetPlayerTeammate
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Jessie Butterfield
 
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Post » Fri May 27, 2011 4:02 pm

You will do it in a script somewhere. When/where depends on how you are getting them to come to you or if you are travelling to them or whatever. There's a function you use to do it. Have you looked in the esm's? Either FO3 or NV to see how it's done there? When the followers are hired it's set to 1 and when they are fired it's set to 0 (in the dialogue results script). You could do it in a dialogue results script like it's done with the followers, or you could do it in whatever script(s) you are using to move them around in the gameworld if that's how you are handling it. You can set it to 1 when they join the player and then set it back to 0 when the player releases them back into the wild.

It would look like this

YourCreatureREF.SetPlayerTeammate 1

and the back to 0 again when you don't need them to behave as a follower any longer.


Here's the GECK wiki function page description of SetPlayerTeammate: http://geck.gamesas.com/index.php/SetPlayerTeammate


There is a mercenary in New Vegas at the North Freeside entrance. Copy him and start from there. He follows you around Freeside and will enter some of the buildings, but not all. He is well scripted with where he can go and for how long. However, it's always easier to edit already established scripts than write new ones.
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Vicky Keeler
 
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Post » Fri May 27, 2011 3:58 am

You will do it in a script somewhere. When/where depends on how you are getting them to come to you or if you are travelling to them or whatever. There's a function you use to do it. Have you looked in the esm's? Either FO3 or NV to see how it's done there? When the followers are hired it's set to 1 and when they are fired it's set to 0 (in the dialogue results script). You could do it in a dialogue results script like it's done with the followers, or you could do it in whatever script(s) you are using to move them around in the gameworld if that's how you are handling it. You can set it to 1 when they join the player and then set it back to 0 when the player releases them back into the wild.

It would look like this

YourCreatureREF.SetPlayerTeammate 1

and the back to 0 again when you don't need them to behave as a follower any longer.


Here's the GECK wiki function page description of SetPlayerTeammate: http://geck.gamesas.com/index.php/SetPlayerTeammate


I have it set so they are not anywhere on the map. You use a grenade to call them to where the grenade explodes via Explosion Drop Item option. It has 2 AI simple packages, one for following the player and one for combat. I am not sure on how the reference point thing works. I want to keep it simple without all the dialog, I'm not concerned with dismissing them.
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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 2:49 pm

bump
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