Companion AI problem..

Post » Mon Jun 28, 2010 11:46 am

Has anyone experienced any issues with the NV fast-travel and companions? My new companion is set up the same as my FO3 companions, but my FNV companion will always fast travel with the PC regardless of the AI mode she is in---wait/guard/relax. At the new fast-travel location she continues in her current AI package and I can talk to her and change her package which she uses until I fast travel again---then there she is. Got me stumped as I have double checked all my conditions/scripting and everything looks okay. Anyone else have this problem (It's not random...happens every time)?
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Grace Francis
 
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Post » Mon Jun 28, 2010 5:12 pm

This is what I've seen:

Right after the last patch, the one where they fixed the companions to FT no matter what, my new companion FT'd with me when I was testing her sandbox package. I kinda assumed it was because they had made it so that any NPC set to player teammate would FT unless set to waiting. Anyway, I added Waiting after putting her into her Sandbox package thinking it would fix that problem but never went back in to check that it would solve the problem. The FTing only happened once, I didn't go back to see if it would happen again, it was so bizarre, unusual, unlike anything I'd ever seen in FO3, etc. that I just assumed it was due to the patch, which might not be true. Anyway, I just went in to test it (I've been busy doing other things and hadn't bothered to check before assuming it was fixable either way) and she stayed put both in Wait (her Guard pkg) and Sandboxing when I FT'd.


Did your wait and sandbox packages ever work during FT?

Oh, and before that, another companion I've made has a working Wait package that I can FT around with and there have been no problems.
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courtnay
 
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Post » Mon Jun 28, 2010 5:23 pm

I just released the mod and never thought to check her wait/guard/relax packages while FT-ing. I just assumed!---stupid me-- it would be the same as FO3. A couple of downloaders brought it to my attention. Didn't know there was a patch affecting companions FT...guess I'll see what all that entailed. My eyes are crossed from staring at all my scripting, conditions, packages for too long....maybe I'll give it a rest and look again when I'm fresher.
I haven't thought to test a vanilla companion to see if they are doing the same...I'll give that a shot too.
Thanks
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Samantha Mitchell
 
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Post » Mon Jun 28, 2010 8:07 pm

Did you setPlayerTeammate 0 on them?
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Sheeva
 
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Post » Mon Jun 28, 2010 8:17 am

Did you setPlayerTeammate 0 on them?

No, my companion is setplayerteammate 1 so the companion wheel will be enabled. I'm not sure what you mean by having it set to 0? I never had to do that in FO3 and my companions always stayed put nomatter where I went.
Also, I checked out the vanilla followers and they stayed put...it's just my follower that is having the problem.

@llamaRCA...what did you mean by "added waiting after putting her in a sandbox package"?
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sarah simon-rogaume
 
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Post » Mon Jun 28, 2010 6:18 am

No, my companion is setplayerteammate 1 so the companion wheel will be enabled. I'm not sure what you mean by having it set to 0? I never had to do that in FO3 and my companions always stayed put nomatter where I went.
Also, I checked out the vanilla followers and they stayed put...it's just my follower that is having the problem.

@llamaRCA...what did you mean by "added waiting after putting her in a sandbox package"?


So is she waiting when you just ask her to? You use the wheel or dialogue to tell her to wait, you walk away a good distance and she hasn't followed you? As soon as you exit dialogue with her (I'm assuming that's how you've done it) or as soon as the script that is sending her into the package has done its thing she stays put even when you've run away? It seems odd to me that you have regular package behavior and yet she is FTing on Wait. And your waiting package is set up so that the reference on the guard package is herself and not the player and she is checked to "remain near guard location?"

I did it like this:

Set AWillow1.Relaxin to 1
WillowREF.evp
Set WillowREF.Waiting to 1


She wanders about appropriately and didn't FT. I'm assuming she went into Wait as well since that's how I do a similar thing on Charon in FO3. I didn't do a very thorough test of anything that was going on here with Willow since it's working.
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Donatus Uwasomba
 
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Post » Mon Jun 28, 2010 1:39 pm

All my AI is handled thru dialogue---I only use the wheel because I have to at this point (setplayerteammate 1). In all 3 of my packages ( guard, wait, and relax ) she does exactly what her package says. I could run to China, go from exterior to interior cells and back, and she is still doing her package. All packages are set for near current location and she does that. But the second I fast travel, she does to. Then she continues doing the AI package she was doing before as if nothing was different.
It happens for all 3 packages, not just the waiting one. The guard package references current location as do the wait and relax packages. At this point I am clueless.
Thanks for help....much appreciated.
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Umpyre Records
 
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Post » Mon Jun 28, 2010 9:30 pm

MDC519,

I just DL'd Bella and took a look at her guard package. The esp that is up at Nexus doesn't have Bella's REF on it as the reference. It is something else entirely. That would keep the package from working, I would expect, and I'm surprised you are getting much cooperation out of her at all, even with the correct conditions on it, but packages can be forgiving like that sometimes. Also, if putting her REF back in there doesn't get it working try changing the variable you are using for her Guard package to the exact wording used by the vNPCFollowers quest for wait, which is Waiting, then see what happens. If she is staying put during FT with that, but not for the Sandboxing Wait and the other Sandboxing pkg I would try adding Waiting to those as well.

:) llama
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Richus Dude
 
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Post » Mon Jun 28, 2010 12:39 pm

MDC519,

I just DL'd Bella and took a look at her guard package. The esp that is up at Nexus doesn't have Bella's REF on it as the reference. It is something else entirely. That would keep the package from working, I would expect, and I'm surprised you are getting much cooperation out of her at all, even with the correct conditions on it, but packages can be forgiving like that sometimes. Also, if putting her REF back in there doesn't get it working try changing the variable you are using for her Guard package to the exact wording used by the vNPCFollowers quest for wait, which is Waiting, then see what happens. If she is staying put during FT with that, but not for the Sandboxing Wait and the other Sandboxing pkg I would try adding Waiting to those as well.

:) llama

The adding Bella's Ref made no difference, but the Waiting variable turned out to be the cure! :celebration: I ended up making a new script variable of Waiting---exactly as they use and then added that to my 3 packages and result scripts, and now she is working as intended. I am guessing that when Obsidian did the patch to make all followers fast travel except if "waiting", that variable became required to stop a teammate from fast traveling.
Anyway, thanks much for the help llamaRCA. :foodndrink:
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Robyn Howlett
 
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Post » Mon Jun 28, 2010 11:34 am

You're welcome. I'm glad it's all working now. :)

Edit:

I needed to come back and clarify.

Did you try the sandbox packages at first without Waiting and did she still FT with you? It is unclear to me if you tried that before going straight to adding the Waiting to all of them. Thanks.
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Scarlet Devil
 
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Post » Mon Jun 28, 2010 5:46 pm

You're welcome. I'm glad it's all working now. :)

Edit:

I needed to come back and clarify.

Did you try the sandbox packages at first without Waiting and did she still FT with you? It is unclear to me if you tried that before going straight to adding the Waiting to all of them. Thanks.

Yes I did, and yes she did. And I added the Waiting variable to each package/result script then did a test of all 3 each time. Without the Waiting set to 1 in the package/result script she would always FT. Really strange...I would be curious to see what Obsidian did to force that variable onto all the followers.....kinda like you have to use setplayerteammate 1 to get the companion wheel to pop up.
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NAtIVe GOddess
 
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Post » Mon Jun 28, 2010 10:21 pm

Yes I did, and yes she did. And I added the Waiting variable to each package/result script then did a test of all 3 each time. Without the Waiting set to 1 in the package/result script she would always FT. Really strange...I would be curious to see what Obsidian did to force that variable onto all the followers.....kinda like you have to use setplayerteammate 1 to get the companion wheel to pop up.



Thanks. :) I wanted to be clear about the need to use Waiting to get them to stay put in other packages. I was guessing about that. Also, I use a lot of different kinds of packages on my companions, typically, and it will be interesting to see what happens with those if I don't use waiting :o Like are sleeping companions going to be FTing in their PJs? Hmm.
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Chad Holloway
 
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Post » Mon Jun 28, 2010 8:11 am

This is pretty disappointing...One of my companions I use doesn't even have a script on her, and I use an item to issue commands. Same thing, always fast travels with me, even when told to wait. :brokencomputer:

I find it odd that they would have coded some kind of check on references for a short variable (waiting) in their scripts on fast travel. Equally odd is that the variable waiting can be used as a reference variable also, would have expected some kind of warning about that.

This effectively breaks my remote control mod. What was the problem anyway? Companions seemed to travel fine in FO3 without this crutch to help them along. I guess I'll just pull my mod until I find a work around, although at this point I don't have a clue as to how to deal with this short of setting playerteammate on and off which isn't a viable solution anyway. :sad:
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pinar
 
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Post » Mon Jun 28, 2010 4:22 pm

Thanks. :) I wanted to be clear about the need to use Waiting to get them to stay put in other packages. I was guessing about that. Also, I use a lot of different kinds of packages on my companions, typically, and it will be interesting to see what happens with those if I don't use waiting :o Like are sleeping companions going to be FTing in their PJs? Hmm.

LOL!....hummm is right!------into the middle of a cave full of sleeping deathclaws, the npc stood in her pj's with a shocked look on her face....... :shocking:
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Benjamin Holz
 
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Post » Mon Jun 28, 2010 1:03 pm

This is pretty disappointing...One of my companions I use doesn't even have a script on her, and I use an item to issue commands. Same thing, always fast travels with me, even when told to wait. :brokencomputer:

I find it odd that they would have coded some kind of check on references for a short variable (waiting) in their scripts on fast travel. Equally odd is that the variable waiting can be used as a reference variable also, would have expected some kind of warning about that.

This effectively breaks my remote control mod. What was the problem anyway? Companions seemed to travel fine in FO3 without this crutch to help them along. I guess I'll just pull my mod until I find a work around, although at this point I don't have a clue as to how to deal with this short of setting playerteammate on and off which isn't a viable solution anyway. :sad:

I was pulling my hair out too because it was not like this in FO3 and followers ran smoothly....wish I knew more about scripting, but I am still a noob and can't offer a potential workaround for you. I personally want to bypass the wheel totally but because it is set to the playerteammate function, it's a little too hard for me at this point to figure an easy workaround. Maybe someone else has some ideas for you? Good luck.
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NAtIVe GOddess
 
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Post » Mon Jun 28, 2010 10:44 pm

This effectively breaks my remote control mod. What was the problem anyway? Companions seemed to travel fine in FO3 without this crutch to help them along. I guess I'll just pull my mod until I find a work around, although at this point I don't have a clue as to how to deal with this short of setting playerteammate on and off which isn't a viable solution anyway. :sad:


What I can tell you is this: Early on, when we all started playing, the companions were not keeping up with the player. Much worse than in FO3. I mean, sure, in FO3, once in awhile you'd lose a vanilla companion or they'd wig out or something and you'd wish for a teleport thingie to find them, but that was the exception, not the rule. However, within minutes of picking up Veronica I'd lost her twice FTing. And she wasn't following me well on foot either. This story wasn't atypical and players were complaining about other followers as well. All over the forum. Things like followers getting stuck in wait and them having to mess around with dialogue to get them moving again. And it wasn't just the vanillas, the first follower I made just stopped following me for no reason one day. I turned around and he wasn't there. I had to backtrack quite a long way to find him just standing there doing nothing. Kinda like Jericho used to do in FO3, but he was the only one that would do it to me in FO3. Anyway, I guess they felt they needed to do something serious about these issues since they pretty seriously impacted how much fun it is to have the companions around. So they've added the little quest markers to the followers (they are slightly annoying IMO/slightly useful) and this, which is very inconvenient, but guarantees that your followers sticks with you. And I'm not saying I think the solution is justified. I'm just telling you what happened since you asked about the problem.
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Eilidh Brian
 
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Post » Mon Jun 28, 2010 11:34 am

What I can tell you is this: Early on, when we all started playing, the companions were not keeping up with the player. Much worse than in FO3. I mean, sure, in FO3, once in awhile you'd lose a vanilla companion or they'd wig out or something and you'd wish for a teleport thingie to find them, but that was the exception, not the rule. However, within minutes of picking up Veronica I'd lost her twice FTing. And she wasn't following me well on foot either. This story wasn't atypical and players were complaining about other followers as well. All over the forum. Things like followers getting stuck in wait and them having to mess around with dialogue to get them moving again. And it wasn't just the vanillas, the first follower I made just stopped following me for no reason one day. I turned around and he wasn't there. I had to backtrack quite a long way to find him just standing there doing nothing. Kinda like Jericho used to do in FO3, but he was the only one that would do it to me in FO3. Anyway, I guess they felt they needed to do something serious about these issues since they pretty seriously impacted how much fun it is to have the companions around. So they've added the little quest markers to the followers (they are slightly annoying IMO/slightly useful) and this, which is very inconvenient, but guarantees that your followers sticks with you. And I'm not saying I think the solution is justified. I'm just telling you what happened since you asked about the problem.

I see....when I started playing, I made it as far as the mojave outpost and decided that was where Bella's camp was going to go.....started modding and didn't pay any attention to forums. That would be kind of annoying.....hope he can find a solution...sounds like a neat mod.....
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Alycia Leann grace
 
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Post » Mon Jun 28, 2010 8:39 pm

I see....when I started playing, I made it as far as the mojave outpost and decided that was where Bella's camp was going to go.....started modding and didn't pay any attention to forums. That would be kind of annoying.....hope he can find a solution...sounds like a neat mod.....



lol. The starting point for my companion is not very far from Bella's camp. When you said that's where you put her I had to go and check I hadn't placed her under your camp! I didn't want to have to move her.

Re: the wheel

I wasn't too thrilled with it at first, but I've come to appreciate the convenience of it for things like trading and I use the talking button a lot for face to face conversations. It is pretty intrusive.
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TWITTER.COM
 
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Post » Mon Jun 28, 2010 4:11 pm

lol. The starting point for my companion is not very far from Bella's camp. When you said that's where you put her I had to go and check I hadn't placed her under your camp! I didn't want to have to move her.

Re: the wheel

I wasn't too thrilled with it at first, but I've come to appreciate the convenience of it for things like trading and I use the talking button a lot for face to face conversations. It is pretty intrusive.

I tried to tuck the camp back out of the way---hope she's not pinned inside the fence!......:)
The only things on the wheel that I'm using are the one's that seem to be fixed----inventory, move back, and stimpak/heal. For all the rest I use the 'talk to' button as well.
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Casey
 
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Post » Mon Jun 28, 2010 10:36 pm

Well I guess that's just the way it is now then. Shame too, I liked the way playerteammate functioned in FO3. I really don't understand why it was necessary to change the fast travel behavior. Nothing changed in the game engine as far as I know that would cause something like that to happen. More likely something else was contributing to the problem, and they just couldn't figure it out, so we get this crap workaround < my opinion :P

They also broke being able to toggle player teammates as essential/non-essential. Well it works in hard mode just not normal for some reason. I like my companions to be set non-essential and use a resurrect option on them if the happen to die. I was able to make a work around for that, but it just seemed like wasted script processing for something so simple.
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Christie Mitchell
 
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Post » Mon Jun 28, 2010 10:44 pm

Well I guess that's just the way it is now then. Shame too, I liked the way playerteammate functioned in FO3. I really don't understand why it was necessary to change the fast travel behavior. Nothing changed in the game engine as far as I know that would cause something like that to happen. More likely something else was contributing to the problem, and they just couldn't figure it out, so we get this crap workaround < my opinion :P

They also broke being able to toggle player teammates as essential/non-essential. Well it works in hard mode just not normal for some reason. I like my companions to be set non-essential and use a resurrect option on them if the happen to die. I was able to make a work around for that, but it just seemed like wasted script processing for something so simple.

I agree on the essential off thing also....pretty stupid to have it available for only the hardcoe mode....it should be available for all levels.
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Sara Johanna Scenariste
 
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