Mannequins teleporting to my location

Post » Sat May 14, 2011 1:10 am

Hey guys ;)

I've had this very nice mod called the Mini Hideout for Fallout 3, and with a lot of help managed to get a working version in Fallout New Vegas.

Unfortunately, due to that patch where 'Followers teleport to you when you fast travel' my mannequins get removed from their original places and show up in the gameworld when I fast travel as well :(

Does anyone know of a way to keep them in the hideout and not have the game dump them at my location as soon as I hit the travel button?


Thanks! :)

Milt
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Lucky Boy
 
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Post » Fri May 13, 2011 2:12 pm

What defines an NPC as a "follower"? Is there any need for mannequins to be so defined?
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Steve Fallon
 
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Post » Fri May 13, 2011 9:48 pm

Yes, I had the same problem come up with a dummy NPC in my companion mod and I had the opposite problem with packages on my companion that didn't involve waiting, but where I didn't want her following me.

If you give the mannequins waiting packages with a radius of 0 in the spots where they are standing they should stay put. Waiting is what keeps the followers from following since the patch.

:) llama
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Stephanie Nieves
 
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Post » Fri May 13, 2011 8:23 pm

You can set them so they are not playerteammate. Since the last patch any actor set to playerteammate fast travels with the player unless they have a waiting variable in their script set to 1. So add the variable and set to 1, or set them to not playerteammate. You can still access the inventory using "openteammatecontainer 1" on actors that are not teammates using the ignore teammate "1" flag.
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Emerald Dreams
 
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Post » Sat May 14, 2011 12:02 am

You can still access the inventory using "openteammatecontainer 1" on actors that are not teammates using the ignore teammate "1" flag.


Ooh, that's way easier. That's what I get for doing something without double checking the wiki when I do it. :facepalm: more work...
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casey macmillan
 
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Post » Fri May 13, 2011 9:46 pm

You can set them so they are not playerteammate. Since the last patch any actor set to playerteammate fast travels with the player unless they have a waiting variable in their script set to 1. So add the variable and set to 1, or set them to not playerteammate. You can still access the inventory using "openteammatecontainer 1" on actors that are not teammates using the ignore teammate "1" flag.


Hmmm, I think I've found the problem then as I see the mannequins being set to 'playerteammate'; but I have no clue on how to fix the script (I'm not all that proficient in that aspect of modding I'm afraid). :(

I've posted the script below. Could you tell me where/how to add/remove stuff so the mannequins stay in their spots?

Spoiler
scn MannequinScript

short Activated
short Action
short InUse
short Positioning
short Pose
float Angle
float TrigAngle
float PosX
float PosY
float PosZ

begin OnLoad
SetActorsAI 0
SetPlayerTeammate 1
set InUse to 1
set Pose to -1
end

begin OnActivate
if Activated == 0
ShowMessage MannequinAction
set Activated to 1
endif
end

begin GameMode
if Activated == 1
set Action to GetButtonPressed
if Action == 0
set Activated to 0
OpenTeammateContainer
elseif Action == 1
set Activated to 0
set InUse to 0
Disable
MoveTo MannequinMarker
if GetIssix Female == 1
set MannequinQuest.FInUse to MannequinQuest.FInUse - 1
else
set MannequinQuest.MInUse to MannequinQuest.MInUse - 1
endif
elseif Action == 2
set Positioning to 1
set MannequinQuest.Positioning to 1
set Activated to 0
elseif Action == 3
set Positioning to 0
set MannequinQuest.Positioning to 0
set Activated to 0
endif
endif

if Positioning == 1
set Angle to Player.GetAngle Z
if Angle <= 90
set TrigAngle to 90 - Angle
else
set Trigangle to 450 - Angle
endif
set PosX to Player.getpos X + 100 * cos TrigAngle
set PosY to Player.getpos Y + 100 * sin TrigAngle
SetPos X PosX
SetPos Y PosY
set Angle to Angle + 180
SetAngle Z Angle
endif
end


Thanks!! :)
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Naughty not Nice
 
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Post » Fri May 13, 2011 11:01 am

This should work. Note than you can remove the first call of player teammate if you load a save from before they were first loaded.
scn MannequinScriptshort Activatedshort Actionshort InUseshort Positioningshort Posefloat Anglefloat TrigAnglefloat PosXfloat PosYfloat PosZbegin OnLoadSetActorsAI 0SetPlayerTeammate 0 ;changed to 0 or you can remove this line completely if you will be loading the area for the first time set InUse to 1set Pose to -1endbegin OnActivateif Activated == 0ShowMessage MannequinActionset Activated to 1endifendbegin GameModeif Activated == 1set Action to GetButtonPressedif Action == 0set Activated to 0OpenTeammateContainer 1 ;added 1 so that it will open their inventory without them being playerteammateelseif Action == 1set Activated to 0set InUse to 0DisableMoveTo MannequinMarkerif GetIssix Female == 1set MannequinQuest.FInUse to MannequinQuest.FInUse - 1elseset MannequinQuest.MInUse to MannequinQuest.MInUse - 1endifelseif Action == 2set Positioning to 1set MannequinQuest.Positioning to 1set Activated to 0elseif Action == 3set Positioning to 0set MannequinQuest.Positioning to 0set Activated to 0endifendifif Positioning == 1set Angle to Player.GetAngle Zif Angle <= 90set TrigAngle to 90 - Angleelseset Trigangle to 450 - Angleendifset PosX to Player.getpos X + 100 * cos TrigAngleset PosY to Player.getpos Y + 100 * sin TrigAngleSetPos X PosXSetPos Y PosYset Angle to Angle + 180SetAngle Z Angleendifend

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Rachel Cafferty
 
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Post » Fri May 13, 2011 2:10 pm

Thanks b3w4r3! Going to put in this new script and check it out :D

EDIT: Uhm, it keeps on asking me if I want to save the current script but doesn't close the window afterwards. Do I need to 'Recompile All' or will that mess up everything and recompile all scripts of the entire game into the plugin?
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Megan Stabler
 
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Post » Fri May 13, 2011 11:56 am

This is just getting more and more confusing...

No matter what I try, I can't get that script window to close; even after pressing the 'save' button 20 times. I even tried that 'Recompile all' option because I have a clean backup, but after it finally ran through all the scripts the window still won't close and just won't let me save the plugin with the new script. :(

Is there something really obvious I'm missing here? No way Bethesda would have made editing a simple script so near impossible right?

Do you want to save the current script, do you want to save the current script, do you want to save the current script .... :brokencomputer:
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Karen anwyn Green
 
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Post » Sat May 14, 2011 2:45 am

There must be an error in the script and the editor shipped without warning text. Use the Geck Powerup to display the errors.

http://www.newvegasnexus.com/downloads/file.php?id=36290

Edit: Never recompile all
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JUan Martinez
 
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Post » Fri May 13, 2011 10:38 pm

line 40: Unknown variable or function 'FInUse'.

And a second one popped up after answering 'Yes':
line 40: Missing variable name in set command.

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Allison Sizemore
 
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Post » Fri May 13, 2011 10:00 pm

Since you ported this mod you will need to do some fixing it seems. First verify that the quest MannequinQuest exists in your plugin, and that it has a quest script with the FInUse variable in it, should look like "short FInUse" near the top of the script.
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marie breen
 
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Post » Fri May 13, 2011 10:15 pm

Since you ported this mod you will need to do some fixing it seems. First verify that the quest MannequinQuest exists in your plugin, and that it has a quest script with the FInUse variable in it, should look like "short FInUse" near the top of the script.


I do seem to find the MannequinQuest listed under Quests (called Mannequin Purchase), but with only a 10 and 100 setting and no additional data. No clue what it's supposed to be doing though as the mannequins start out already active in the hideout. There was an option to change them through a computer terminal from Male to Female, but that crashed the game so I just deleted the computer model and put a workbench there :P

I'll check to see if I can find any scripts

EDIT: Apparently the only mention of 'FInUse' is in the MannequinScript and nowhere else. Could this be some leftover bit that the original author intended to use (ie. having to buy the mannequins) and then just left it in place and ignored the warnings? Can't find any other scripts that are related to the mannequins
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lilmissparty
 
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Post » Fri May 13, 2011 12:27 pm

Maybe the quest script didn't get ported with the rest of the mod. He had to have it in there or the mod never would have saved with that script. If you link me to both mods I'll take a look for you.

Edit: You can just create a new script and make it a quest script. Then attach it to that quest. Just needs to be simple for now like so...

scn MyQuestScript

short FInUse
short Positioning


That's all you need for now.
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Bloomer
 
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Post » Fri May 13, 2011 11:18 pm

I can link you to the original http://www.fallout3nexus.com/downloads/file.php?id=6394 but I'll have to upload the New Vegas version somewhere and send you its location through PM as this version is a personal home. It was never fit for release as I chopped and slashed away at it until it was still working. But then Bethesda added follower teleports and the mannequins got all messed up :P
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Camden Unglesbee
 
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Post » Fri May 13, 2011 10:34 am

Which version did you use? There are 14 files there lol. Just upload it anywhere like putfile or something and link me :)
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Soraya Davy
 
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Post » Fri May 13, 2011 9:38 pm

No way Bethesda would have made editing a simple script so near impossible right?


Ha-ha, we are all laughing painfully at this one.
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Matt Bigelow
 
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Post » Fri May 13, 2011 12:12 pm

Mannequins work perfectly now, thanks b3w4r3! :D
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Batricia Alele
 
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