[TUTz] Companion/Follower Tutorial

Post » Sun Jan 23, 2011 7:27 am

If you say so. I just thought it looked a bit better than that bland grey.


i have a qeustion, can you make a protectron followwer?
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Talitha Kukk
 
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Post » Sun Jan 23, 2011 6:26 pm

i have a qeustion, can you make a protectron followwer?




Fallout Nexus has many Mods on the subject

http://www.fallout3nexus.com/downloads/file.php?id=6988
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Stat Wrecker
 
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Post » Sun Jan 23, 2011 11:21 pm

Fallout Nexus has many Mods on the subject

http://www.fallout3nexus.com/downloads/file.php?id=6988


k ty
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Dark Mogul
 
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Post » Sun Jan 23, 2011 5:44 pm

I read through this quickly. The design method seems alright (but it's different from my own), and it will not cause conflicts with other follower mods.

Other thoughts: I don't think the control script needs 1 second processing, IMO 3 seconds is fine for casual commands (I did find the default 5 to be a bit slow). You will see an average performance of 1.5 seconds reaction when set to 3 second script timing. Also there's a slightly more secure way that the control variables could be set up, if I understood correctly what was written in the tutorial. You cause the follower to always be in "follow" mode as long as its hired, and then set those wait and other special variables without disabling the follow variable. You would arrange the package ordering in the NPC so that the wait and other special behaviors are higher in the list, causing them to be the preferred action when those variables are loaded (that's also how Bethesda did theirs). By not toggling the follow variable around to speak of, there's no possibility that a variable snafu will make the follower have no default package and maybe get lost in the world. If I skimmed this too fast and the person's already doing it, nevermind this last point.
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Alyna
 
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Post » Sun Jan 23, 2011 9:31 pm

It looks like you put a lot of time into this, and I hope its helpful to those who use it.
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Mandi Norton
 
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Post » Sun Jan 23, 2011 1:37 pm

How come I haven't seen this...and Ole Andy's hilarious posts...

Hmmm, will try to create Algernon Abercrombie Arckroyd!

DANG I just remembered I don't have the GECK!!!

:spottedowl:
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Oyuki Manson Lavey
 
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Post » Sun Jan 23, 2011 2:18 pm

I'm having some trouble with this one, when I'm supposed to change the script into having my quest editor ID, it doesn't seem to accept it. The editor ID of the quest is "01ParkerFollowerQuest" without the quotes obviously. Why won't the script recognise it?

The script looks like this
set 01ParkerFollowerQuest.Status to 1							 ParkerCompanion.evp

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Hot
 
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Post » Sun Jan 23, 2011 6:51 pm

I'm having some trouble with this one, when I'm supposed to change the script into having my quest editor ID, it doesn't seem to accept it. The editor ID of the quest is "01ParkerFollowerQuest" without the quotes obviously. Why won't the script recognise it?

The script looks like this
set 01ParkerFollowerQuest.Status to 1							  ParkerCompanion.evp


I swear I answered this earlier. :blink:
Anyway, I have a feeling you're using the EditorID of your companion rather than a ReferenceID.
You have to place a copy of him somewhere, double-click him and give him a refID, for example, "ParkerCompanionREF".
Then use "ParkerCompanionREF.evp".
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Céline Rémy
 
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Post » Sun Jan 23, 2011 2:14 pm

I swear I answered this earlier. :blink:
Anyway, I have a feeling you're using the EditorID of your companion rather than a ReferenceID.
You have to place a copy of him somewhere, double-click him and give him a refID, for example, "ParkerCompanionREF".
Then use "ParkerCompanionREF.evp".

I did, I'm positive that I'm using the REF ID. The problem seems to be the quest id as it says it doesn't recognize the parameter "01ParkerFollowerQuest"

Tried again, and got the following error.

Unknown variable 01ParkerFollowerQuest.status
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neil slattery
 
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Post » Sun Jan 23, 2011 12:28 pm

I did, I'm positive that I'm using the REF ID. The problem seems to be the quest id as it says it doesn't recognize the parameter "01ParkerFollowerQuest"

Tried again, and got the following error.

Unknown variable 01ParkerFollowerQuest.status


Hmm. Check that your quest actually has the script attached to it.
If not, make sure the script is of "Quest" type and then attach it.
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xemmybx
 
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Post » Sun Jan 23, 2011 5:11 pm

Thanks

:bowdown: FTZ :foodndrink:

I like what you have done here for the community.
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sexy zara
 
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Post » Sun Jan 23, 2011 11:41 pm

Nice tutorial. I'm still learning the basics of the geck, but I'm actually having more fun adding in new stuff than playing the game these days. ^_^

Anyway, I'm making a companion "duo", specifically a doctor and his servant, and I'm wondering if there's a way so that if you speak to the doctor and hire him, the servant automatically joins the group. I'd like to set it up so the servant acts as the doctor's personal bodyguard, and sticks close to him/follows a short distance. He is still a member of the party and can take orders, but his bigger priority is defending the doctor. Additionally, if you fire the doctor, the servant goes as well, as the two are pretty much inseparable.

If anyone can help with this thanks...
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Cat
 
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Post » Sun Jan 23, 2011 6:57 pm

@Urge:
The script compiler has trouble finding forms with EditorIDs that start with numerals, try renaming your quest to something like "aaaParkerFollowerQuest" if you want it to stay at the top of the list.

Cipscis
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Ashley Clifft
 
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Post » Sun Jan 23, 2011 2:59 pm

@Urge:
The script compiler has trouble finding forms with EditorIDs that start with numerals, try renaming your quest to something like "aaaParkerFollowerQuest" if you want it to stay at the top of the list.

Cipscis

I'll try that, thanks a lot :)

By the way, I want to make this companion so that he's only hireable after you do a job to earn his trust, and then pay for supplies and so on...Any tips?
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ladyflames
 
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Post » Sun Jan 23, 2011 3:22 pm

When typing code into the script editor, as shown below, how do you know how many spaces between characters, tab spaces, line spaces and such to use when inputing the code. Please help me with this as I am new to modding, just started yesterday. Thank you.

ScriptName MyCompanionQuestScript

short Status ;1 = following, 2 = waiting, 3 = sandboxing
short DoOnce

begin GameMode
if (DoOnce != 1)
set Status to 3
set DoOnce to 1
endif
end
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Charlie Ramsden
 
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Post » Sun Jan 23, 2011 3:26 pm

When typing code into the script editor, as shown below, how do you know how many spaces between characters, tab spaces, line spaces and such to use when inputing the code. Please help me with this as I am new to modding, just started yesterday. Thank you.

ScriptName MyCompanionQuestScript

short Status ;1 = following, 2 = waiting, 3 = sandboxing
short DoOnce

begin GameMode
if (DoOnce != 1)
set Status to 3
set DoOnce to 1
endif
end

I'd also like to know that for future reference.

Also, thanks Cipcsis (or however it spelled, I'll get it right in the credits) that worked :D
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Chris Cross Cabaret Man
 
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Post » Sun Jan 23, 2011 6:54 pm

Loved this tutorial.
The only part I think needing some upgrading is the Dialogue.
After making mine, I created a new variable in the script you had us make, named it Hired, 1 = Not Hired, 2 = Hired.
Made a new topic, with greeting him and adding him as a companion, which can only be played when the Hired Variable is at 1, which is set at 1 by default.
The Companion commands also have a new condition, they won't show unless Hired is set to 2. So! My Dialogue is a bit different but looks like this.

"Hey, hows it going?"
- Hey, you look like a adventurer, mind tagging along?
-So Long.

"Well, it has been awhile. I might as well give it a shot."
-Alright! Follow me! - "Right behind you."
-On second thought, maybe I don't need a companion. - "Alright, I'll be here if you need me."

They are both goodbyes, than if you hired him and speak with him again you see.

"Hey, whats up?"
-Hey, relax here.
-Hey, Hold up here.
-Hey, Let me see what your using.

The follow one has the condition not to show up since after you say "Alright! Follow me!" it sets my Companion to already follow.

Thus, I Created a somewhat better looking dialogue.
Next I'm trying to figure out how I Can make him charge for services or if you run a speech check you can get him for free, any help would be appreciated.

EDIT
Another useful tip for people is to tell how to make your companions heal after combat.
Another alternative would be the ability like Dog Meat, to heal them through Dialogue and Stimpacks.
What you have given so far has been very useful for Companions, but they will not last very long like this. =]
One more thing, maybe a change tactics to, from melee to ranged weapons. I'll be doing my own experimenting too.
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JR Cash
 
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Post » Sun Jan 23, 2011 9:01 pm

Any chance of a tutorial on how to make this companion hireable through payment? As in, a topic at first that says something like:

P: You look like you can handle yourself, looking for work?
C: Yeah sure, though I'll need 1000 caps for supplies before we head out.

Then the player pays him and then he is unlocked as a companion.
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gemma
 
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Post » Mon Jan 24, 2011 1:26 am

Any chance of a tutorial on how to make this companion hireable through payment? As in, a topic at first that says something like:

P: You look like you can handle yourself, looking for work?
C: Yeah sure, though I'll need 1000 caps for supplies before we head out.

Then the player pays him and then he is unlocked as a companion.


Sounds pretty much exatcly like the Jericho hire script. Maybe take a look at that in the geck, then mimick it?
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Avril Louise
 
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Post » Sun Jan 23, 2011 10:50 am

Now find the cell you want your companion to start in (Canterbury Commons for me) and actually place a copy of your companion in the cell.


How do you place a copy in a cell?
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DarkGypsy
 
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Post » Sun Jan 23, 2011 2:12 pm

How do you place a copy in a cell?

Just a simple drag'n drop from the objects list ;)

@FoxtrotZulu
Good work Foxtrot! Great descriptions and easy to read :)

-ArT
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Thomas LEON
 
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Post » Sun Jan 23, 2011 2:09 pm

...set priority to about 70...


This tutorial is awesome. =3

One question though, every tutorial about making new quests just tells me to "set the priority to 50" or "70" or whatever, but what does the quest priority affect, exactly?
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Siobhan Wallis-McRobert
 
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Post » Sun Jan 23, 2011 2:17 pm

EDIT
Another useful tip for people is to tell how to make your companions heal after combat.



You can peek into the vanilla followers scripts to find those. Just create a new script and attach it to the base object.

Script type should be Object.

BEGIN OnCombatEND	if ( GetPlayerTeammate == 1 )		resethealth		restoreav perceptioncondition 100		restoreav endurancecondition 100		restoreav leftattackcondition 100		restoreav leftmobilitycondition 100		restoreav rightattackcondition 100		restoreav rightmobilitycondition 100	endifEND


This is a quick and dirty follower script that will simply heal them after leaving combat, only if they are hired.

You can add things, like Begin OnDeath and display a message, etc. You also should put in a part about setting PLayerHasFollower so that you only get one companion at a time, etc. For those that choose to play that way anyway.

Another option I'd like to see is a different package for the first encounter. Having him sandboxing in an area that isn't his home. And then him sandboxing where you left him when he is fired instead of travelling across the world, etc. But that's more than a tutorial I guess. Good job though, I found it useful overall.
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Samantha Pattison
 
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Post » Mon Jan 24, 2011 2:38 am

I don't know if anyone else had this problem, but it won't let me hire my guy! My only dialogue option when I talk to him is "I have to go." What do I do!?!?!?
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michael flanigan
 
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Post » Sun Jan 23, 2011 9:28 pm

Make sure your custom topics are set to top-level.
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Ymani Hood
 
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