[RELz] Companion Share & Recruit

Post » Fri Feb 18, 2011 8:44 pm

I laughed really hard when I saw the perk description. I'll hold off on this, though. I'm gonna wait 'till I get Mothership Zeta.
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Melung Chan
 
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Post » Sat Feb 19, 2011 1:13 am

Can I change Dogmeat's confidence level through this like you can in Phalanx? Phalanx alters a bit too much of the vanilla/DLCVanilla stuff for my tastes, and if this feature is available, I may switch over.
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Hussnein Amin
 
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Post » Fri Feb 18, 2011 8:41 pm

May I ask how this is supposed to innitialise? I installed this, and the new RobCo Certified, correct loading order, no conflicts, aaand... nothing happens, even with the perk. :/

I'm sure I'm missing something obvious - could FWE's Alternate Start conflict with this? I checked the scripts, and it checks the player faction - but I am not really sure either way.
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Leticia Hernandez
 
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Post » Fri Feb 18, 2011 9:11 pm

Can I change Dogmeat's confidence level through this like you can in Phalanx? Phalanx alters a bit too much of the vanilla/DLCVanilla stuff for my tastes, and if this feature is available, I may switch over.
Yep, although he's explicitly barred from recruitment I think, so... this really won't work if you try and recruit existing companion NPCs anyway.

May I ask how this is supposed to innitialise? I installed this, and the new RobCo Certified, correct loading order, no conflicts, aaand... nothing happens, even with the perk. :/
I'm sure I'm missing something obvious - could FWE's Alternate Start conflict with this? I checked the scripts, and it checks the player faction - but I am not really sure either way.
So you're not getting recruitment topics on NPCs? Pretty much most non-follower NPCs should have a new topic to them, although some are excluded. Try Moira and see how it goes.
The alternate start mods may screw around with the Issue Command item, I'll have to add an option to get an extra one if you lose your stock.
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Katy Hogben
 
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Post » Sat Feb 19, 2011 8:29 am

I was trying to get it to work with a new game - using FWE's Alternate Start: Politician (Eee!).

There are no messages or quest pop-ups during FWE's own initialisation - with all the features - and I didn't receive the 'order' item. After picking the perk at level 2 (entering Big Town), I could befriend/recruit the NPCs, which is good, but they wouldn't actually do anything other than follow me*... I led them around to some supermutants, and despite changing their 'behavior' through conversation to "attack on sight", or "Attack when I draw my weapon" etc., they did nothing but follow me, ignoring any enemies. o.o;;

* I didn't think to check if they would wait etc., but they wouldn't attack. >_<;

Edit: Mm, my load order, just incase there is anything obvious conflicting...

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmProject Beauty.esmStreetLights.esmDCInteriors_ComboEdition.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmCompanion Core.esmCompanion Share & Recruit.esmRobCo Certified v2.esmEnhanced Weather - Rain and Snow.esmXepha's Dynamic Weather.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espDarNifiedUIF3.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espCRAFT - Activation Perk.espDanWessonPPC357(CALIBR).espGalaxyNewsRadio100[M].espmegalight.espFalloutFood.esp1PipboyPDA.espUPP - Pack 1.espUPP - Pack 2.espUPP  - Quest Perks.espUPP - Experience Perks.espWasteland Whisperer.espDCInteriors_DLC_Collectables.espD.C. Confidential.espDialogue Tweaks.espWRWC - Classic Fallout.espSS OTS Camera FOSE.espImmersiveHealth.espLongerDeathCamera.espMoreMapMarkers.espVaultTechLocators.espResponsive Kill Reactions.espWhose been sleeping in my Bed.espCanterburyCommonsInteriors.espPeachCreekRuins.espCompanion Core DLC Addon.espRobCo Certified v2 Zeta Addon.espTalon Outpost Expansion - Arlington.espTalon Outpost Expansion - Canterbury Commons.espTalon Outpost Expansion - Megaton.espDelay ThePitt + Anchorage.espDelaySteel.espdelayzeta.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - Project Beauty.espFO3 Wanderers Edition - Project Beauty (Followers Enhanced).espdelaypl.espPreWar Book Titles and Perks.espFalloutFoods - FWE Master Release.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - FWE Optional Worn Weapons.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - Project Beauty + FWE.espFireLightFix.espStreetLights - Wasteland.espRealistic Interior Lighting.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - BS.espXepha's Dynamic Weather - Main.espXepha's Dynamic Weather - Anchorage.espXepha's Dynamic Weather - The Pitt.espXepha's Dynamic Weather - Broken Steel.espXepha's Dynamic Weather - Point Lookout.espXepha's Dynamic Weather - Rain (OA).espEnhanced Weather - Weather Sounds in Interiors.espZumbs'_Overhauled_Real_Time_Security.esp3poundsBinoculars&Scopes.esp3poundsPatch.esp3poundsOutfit.espCASM.espTotal active plugins: 113Total plugins: 113

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Liv Brown
 
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Post » Fri Feb 18, 2011 6:36 pm

Load order's irrelevant to CSR. Which version of FOSE are you using?
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Shae Munro
 
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Post » Fri Feb 18, 2011 6:37 pm

It should be the latest, I reinstalled everything only a week or two ago. Fose.log says 1.2.2.

Should the item be given at gamestart? I can try a non-alternate start, to check.
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Chrissie Pillinger
 
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Post » Sat Feb 19, 2011 5:56 am

Can't recruit Dogmeat? Do you just use the vanilla means to recruit him?

Also... a few other things: Do the commands work with the vanilla companions? I started the game with Butch and Dogmeat (and Phalanx), and I could tell my 0 CSR companions to attack them. I had to "recruit" them via the CSR dialogs for it to work (even Dogmeat... was kinda immersion-jarring having him talk). It didn't work through vanilla dialogs with Fawkes either, and recruiting him was subsequent to loading CSR. Would these bugs be Phalanx-related? Am I not supposed to have them be recruitable with CSR?

Also... it seems that ActorGroupAppear causes crashiness with me... Insta-crash whenever I do a Reappear call or when they reappear after a temp-vanish...

I am also on the latest version of FOSE.
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roxxii lenaghan
 
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Post » Sat Feb 19, 2011 12:57 am

It should be the latest, I reinstalled everything only a week or two ago. Fose.log says 1.2.2.
Should the item be given at gamestart? I can try a non-alternate start, to check.
Hm, that's odd then. The item should be given at gamestart. Anyway, I'll put a fix in for that.
You say they were ignoring people even when they were set on attack on sight? I've noticed a slight (large) flaw in the aggro on draw script, as it only works if you draw before you get into combat, but the attack on sight stuff should in theory be working.

Am I not supposed to have them be recruitable with CSR?
Also... it seems that ActorGroupAppear causes crashiness with me... Insta-crash whenever I do a Reappear call or when they reappear after a temp-vanish...
Bingo, CSR in theory doesn't touch the vanilla companions, or Phalanx companions- I don't want to tread on Tarrant's toes. I'll have to properly add them to the excluded NPCs list. It only works for NPCs you recruit via CSR, which are intended to be those you can't have as companions through other means.
I've noticed I left some debug code in the vanish code that could be responsible for crashes (it's set to filter out invalid people to reappear, except I have a debug 'X reappearing' print /before/ the filter). Who've you got with you when you do the disappear/reappear thing, NPC-wise?
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Baby K(:
 
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Post » Sat Feb 19, 2011 10:23 am

Bingo, CSR in theory doesn't touch the vanilla companions, or Phalanx companions- I don't want to tread on Tarrant's toes. I'll have to properly add them to the excluded NPCs list. It only works for NPCs you recruit via CSR, which are intended to be those you can't have as companions through other means.
I've noticed I left some debug code in the vanish code that could be responsible for crashes (it's set to filter out invalid people to reappear, except I have a debug 'X reappearing' print /before/ the filter). Who've you got with you when you do the disappear/reappear thing, NPC-wise?


Would it be possible to add in whatever companionizies run of the mill NPCs to the vanilla recruit/dismiss orders for proper companion NPCs? The hotkey is something I'd really like for the proper companions...

If Phalanx touches those, maybe a compatibility patch could just cover those companions' recruit/dismiss dialog result scripts (or whatever else is different).

I have Dogmeat and Butch with me with the disappear/reappear crashiness. No one else. They vanish just fine. The crash happens at the moment of reappearance.
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GPMG
 
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Post » Sat Feb 19, 2011 6:37 am

Would it be possible to add in whatever companionizies run of the mill NPCs to the vanilla recruit/dismiss orders for proper companion NPCs? The hotkey is something I'd really like for the proper companions...

If Phalanx touches those, maybe a compatibility patch could just cover those companions' recruit/dismiss dialog result scripts (or whatever else is different).

I have Dogmeat and Butch with me with the disappear/reappear crashiness. No one else. They vanish just fine. The crash happens at the moment of reappearance.
The crash is almost certainly because they have their own scripts handling things for them, which argue with what CSR is trying to do. After all, the purpose of CSR is to provide the sort of scripts non-companion NPCs need to work as companions; companion NPCs already have them. This is largely why they're unsupported as I'd have to strip off all their scripts, their AI and rework all their dialogue in order for them to fit in. Doing that would make it Very Incompatible with Phalanx, and since I use FOOK which has Phalanx integrated I would be making a mod I couldn't use.
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c.o.s.m.o
 
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Post » Sat Feb 19, 2011 3:45 am

Mm, for some reason it just doesn't innitialise, and I haven't a clue why. :(
I tried looking through FO3Edit, to see what should have happened, and the gamestart doonce-thing never triggered, there was no message, and I suppose if the variables/factions were never 'set', the NPC follwers might act weirdly.
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Bambi
 
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Post » Sat Feb 19, 2011 7:29 am

Well, at least that explains the errors. You sure you're launching Fallout through the FOSE launcher? That's pretty much the only reason I can think of for the scripts not running- if they hit a FOSE command and FOSE wasn't running, it'd just break the lot.
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Causon-Chambers
 
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Post » Fri Feb 18, 2011 10:33 pm

I'll find out soon enough myself I guess, doing another fresh install ... yay me. I've read everything I can find on this mod and have a few questions:

1) Can a home location be set for companions recruited with this mod?

2) Can trade windows be opened with companions recruited from other mods? Seems odd I know, but with another mod I was useing (later deleted due to massive CTDs among other reasons) it was nice just being able to pop open a companions inventory without having to go through all the dialog scrolling just to get there. Of course that could have been part of the reason for the CTDs :shrug:

3) Can orders be issued to companions not recruited with this mod? From what I've read, I dont believe I would be able to, but figured I'd ask instead of assume. Actually wouldnt have thought of it except I could with another mod ... but then massive CTDs etc etc.

Anyway, pretty much no matter what the answers are for those questions I'll be useing this mod, sounds great :)

Thanks.
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Robert Devlin
 
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Post » Fri Feb 18, 2011 11:21 pm

Thanks for the release! :goodjob:

One question. How do I fix crippled limbs on companions? Do I need to recruit a doctor for it, or can I do it myself? A reprogrammed sentry bot's missile launcher managed to get a good hit on my companions through friendly fire. I guess we shouldn't stand in the way.
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meghan lock
 
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Post » Sat Feb 19, 2011 7:17 am

I'll find out soon enough myself I guess, doing another fresh install ... yay me. I've read everything I can find on this mod and have a few questions:

1) Can a home location be set for companions recruited with this mod?

2) Can trade windows be opened with companions recruited from other mods? Seems odd I know, but with another mod I was useing (later deleted due to massive CTDs among other reasons) it was nice just being able to pop open a companions inventory without having to go through all the dialog scrolling just to get there. Of course that could have been part of the reason for the CTDs :shrug:

3) Can orders be issued to companions not recruited with this mod? From what I've read, I dont believe I would be able to, but figured I'd ask instead of assume. Actually wouldnt have thought of it except I could with another mod ... but then massive CTDs etc etc.

Anyway, pretty much no matter what the answers are for those questions I'll be useing this mod, sounds great :)

Thanks.
Okay, questions answered:
1) Er... well, it was on the plan. Looking at things, I forgot to implement it. Consider that WIP.
2) You can Befriend them via CSR and lend/borrow stuff (of equal value), but actual restriction-free sharing requires them to be active party members, which means the CSR scripts are running on them and they'd cause weird conflicts. I figure I should probably knock up a non-CSR mod which adds a separate easy-share option though, as I've seen a fair few people seem to want one.
3) Nope. The order system depends on the recruitment lists to know who's in the party, who can heal etc- only mods built around Companion Core.esm (CSR, RobCo Certified v2, Wasteland Whisperer v2) can access the system. If you dismiss them as a companion from one mod and then recruit them with CSR it might work, otherwise the different order scripts will fight over them. That's almost certain not to work for Phalanx companions.

Thanks for the release! :goodjob:
One question. How do I fix crippled limbs on companions? Do I need to recruit a doctor for it, or can I do it myself? A reprogrammed sentry bot's missile launcher managed to get a good hit on my companions through friendly fire. I guess we shouldn't stand in the way.
Just a stimpack'll do it. A recruited medic will help prevent them getting crippled in the first place, but they won't auto-fix them once they've been busted up.
(also someone's pointed out the, ah, lack of team-player spirit in Sentry Bots in the RobCo thread, so there'll be a selectable upgrade that removes the AoE from the missile)
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Laura-Lee Gerwing
 
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Post » Fri Feb 18, 2011 6:45 pm

Mm, for some reason it just doesn't innitialise, and I haven't a clue why. :(
I tried looking through FO3Edit, to see what should have happened, and the gamestart doonce-thing never triggered, there was no message, and I suppose if the variables/factions were never 'set', the NPC follwers might act weirdly.
I've found the problem, that was causing this and RobCo to occasionally break. For some reason, if a perk starts two quests (say, the quest that runs the Companion Core scripts and the quest that runs the CSR scripts) it'll often only start one of them. Why? Who knows. How does it decide which one? Who knows. Am I very annoyed by this? Sodding hell yes. gamesas :shakefist:!

vvv I'd wait a day or two whilst I fix this bug, as if you run into it it will disable half the features of the mod :/.
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Schel[Anne]FTL
 
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Post » Sat Feb 19, 2011 9:08 am

My main problem is when i tell them to wait - guard this area, they wander way too far.
EDIT: What? There are two companion sharing? This one looks better i will give it a try. Was using this http://www.fallout3nexus.com/downloads/file.php?id=2399
EDIT 3: Okay, i figured it out, but there is still a follow problem. I wan't one companion to wait at camp while i take a smaller party ahead. The problem is there is no combat that whenever i am attacked he does not come running to me. Another problem is that when he goes off to kill an enemy, he does not go back to the origional location.
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Honey Suckle
 
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Post » Sat Feb 19, 2011 6:09 am

Reappearing fixed: I had a statement the wrong side of some brackets.
Teleporting fixed: 'Pick 3, get 2' perk quest bug did it.
XP gain fixed: Activate != Gamemode.
Alt Start mods taking the Order Item fixed.

Home location setting not yet in, this is a sort-of-emergency-patch thing.

Wolf3131: ...did you read the post where I said there is a bug that breaks half the things? The post right above yours? That one? You should have read it. It's fixed now.
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Charles Weber
 
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Post » Fri Feb 18, 2011 11:54 pm

Sorey Talkie, i read it, but obviously not well enough. I thought that only applied if you were using your Robco mod. Thanks i'll try the update.
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Lucky Girl
 
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Post » Fri Feb 18, 2011 8:04 pm

I've found the problem, that was causing this and RobCo to occasionally break. For some reason, if a perk starts two quests (say, the quest that runs the Companion Core scripts and the quest that runs the CSR scripts) it'll often only start one of them. Why? Who knows. How does it decide which one? Who knows. Am I very annoyed by this? Sodding hell yes. gamesas :shakefist:!

vvv I'd wait a day or two whilst I fix this bug, as if you run into it it will disable half the features of the mod :/.


Oh, wow. I had gotten all disheartened and given up hope.

*hugs shins*

Thank you very very much. ^_^;
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Janine Rose
 
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Post » Sat Feb 19, 2011 8:46 am

Just wondering, if there was a way you can make all NPCs open a dialog window so you could recruit them. Some mods do this, to an extent, but they never seem to get everyone (like Megaton Settlers or BoS if you haven't beaten the Main Quest.)
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Celestine Stardust
 
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Post » Sat Feb 19, 2011 10:21 am

Is it safe to CSR recruit a companion mod companion? I pretty much just want to be able to order Bryan Wilks to pick locks for me :P Also, is there a way to skip the speech check?
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Amie Mccubbing
 
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Post » Fri Feb 18, 2011 10:13 pm

Just wondering, if there was a way you can make all NPCs open a dialog window so you could recruit them. Some mods do this, to an extent, but they never seem to get everyone (like Megaton Settlers or BoS if you haven't beaten the Main Quest.)
Unfortunately a lot of them aren't persistent references, so they don't work properly as companions- they don't process properly, regularly reset their inventories and so on. In general it's only really safe to recruit named NPCs, and there's not that many of them that won't talk to you. I could make an addon that lets you talk to anyone so you can recruit some of the more recitent NPCs, but without any way of filtering out non-persistent NPCs people'd inevitably break their copies of CSR recruiting wrong NPCs. Sort of instead-of that I've been meaning to make a mod that allows you to convert wasteland spawn Outcasts, Hunters etc into persistent NPCs to companionize. Otherwise though, http://www.fallout3nexus.com/downloads/file.php?id=11354 is pretty handy for avoiding depopulating Megaton and Rivet City of important NPCs.

Is it safe to CSR recruit a companion mod companion? I pretty much just want to be able to order Bryan Wilks to pick locks for me :P Also, is there a way to skip the speech check?
Eeeeh... if they're in "Wait" or "Dismissed" mode in the other mod, maybe. It all depends on how the other companion stuff is being handled, if it's reasonably complex they'll get into a horrible script slapfight and cause the companion to become useless. There's only really one way to find out. If I redo CSR for NV (instead of just doing a lazy copy-paste) I'm going to have to try and figure out a way to extend these functions to other mods companions.

If you want to make someone a companion without the speech check, you can make an esp that adds aaaCompanionFlagFriend and aaaCompanionFlagRecruited to them, they'll behave like an NPC you've recruited before and can pick up without a check. Perhaps adding a way to use Ant Queen Pheremones to auto-recruit people would be interesting...

E: Also dear god I have like the three threads on the frontpage. I really need to find a summer job before I end up filling the whole board.
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Erin S
 
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Post » Fri Feb 18, 2011 6:48 pm

If it's a basic companion that only uses AI packages, it should basically be a matter of CSR adding a script AI package to pick the lock, then clearing the scripted packed when done and then he will resume use of his built in AI.. right? I ran into some wonky stuff using Remote Control Companions PLUS's wait/follow, but that mod also includes a handy "clear scripted package" command.
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Bereket Fekadu
 
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