Duke Patrick's Follow That Actor

Post » Sat Nov 27, 2010 11:58 pm

Duke Patrick's Follow That Actor

NOW OUT OF BETA!

Latest OBSE needed!
Companion Compatible!


get it here:

http://www.invision.tesalliance.org/forums/index.php?/files/file/531-duke-patricks-follow-that-actor/



===============
DESCRIPTION
===============

A new topic will now be in all the actor’s dialogue “I will follow you!”
Pick this and DO NOT TOUCH YOUR FORWARD KEY! Or use the follow touch spell that is given to you. (I prefer the dialogue myself, more immersive!)

Your PC will now follow the NPC, thru unlocked doors, thru winding passages, around obstacles, up and down stairs, and almost everywhere that a normal NPC can walk while following a path grid.

The mod AI will throttle your PC speed and steer your PC walking and running direction to follow the Actor.
No more tedious synchronized key tapping to follow the actors now! Press your forward key to stop following the actor.

This mod is now out of beta however it may still have issues. Possibly even issues I will not be able to fix. I made this
mod only for personal use. It is based on the work I did for companion following. I HATE summon spells for companions and was determined to have the companion never get lost and require the player to pull the companion out of the air like a magician grabs money from your ear!


However if you are to use this mod you must understand that the mod is attempting to replace your MIND with a few lines of "If this then do that". I will pat myself on the back and say I think I dreamed up some very clever script routines, but it would take more than a script to be able to duplicate the ability of your brain to follow an actor around through all the possible egress pitfalls in the game! If we could tap into the games engine for the thousands of lines of code that control how the actors “follow” this would be much better, but even the game makes “following” mistakes sometimes.



===============
Requirements
===============

Latest OBSE needed!



================================
LEGAL
================================

I worked very hard on this mod. But this mod is a product more of creativity, sweat and tears than script writing talent.

DO NOT distribute THIS MOD! You should only find this mod distributed from Tes Alliance! If any other web site is distributing the files for this work they are doing so illegitimately.

You may use my scripts and my other resources for making a mod only as long as it has nothing to do with making the Player

Character follow an actor. I.E do not make a disguised knock off!


If you use my scripts (such as for a companion mod) you must credit me fully and include my "legal" as shown above.



================================
CREDITS
================================

Thanks to Bethedsda for giving us the TES Construction Set.
User avatar
Maddy Paul
 
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Post » Sun Nov 28, 2010 6:59 am

Nice :thumbup: insta-download
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Kerri Lee
 
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Post » Sun Nov 28, 2010 3:13 am

Users of blood and mud will love this.

and that vanilla quest with the ghost.

great idea.
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Silvia Gil
 
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Post » Sun Nov 28, 2010 8:57 am

Thoronir says OK ;)

Nice mod tho .. I'm sure there would be in some use later on :D
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jaideep singh
 
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Post » Sun Nov 28, 2010 2:57 am

It was always something that annoyed me in the game, following actors when your speed never seem to match and you had to constantly change from run to walk.
The script is done in a way to be very very low use on the cpu. When not in use the quest only cycles once every 20 seconds. Most of the set up/triggering of the quest is done via a small dialog result script and only one AI token is in use at a time as it removes itself when not used or from the last NPC when you switch to another NPC to follow.

This mod will not follow through doors yet, I will see about that maybe tomorrow.



Users of blood and mud will love this.

and that vanilla quest with the ghost.

great idea.

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Melanie Steinberg
 
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Joined: Fri Apr 20, 2007 11:25 pm

Post » Sun Nov 28, 2010 5:30 am

I do not understand, is there an issue or bug in the mod?


Thoronir says OK ;)

Nice mod tho .. I'm sure there would be in some use later on :D

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TOYA toys
 
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Post » Sat Nov 27, 2010 7:16 pm

Duke Patrick's Follow That Actor BETA

Rev .01
Now you will follow thru load doors. I have not tested this a lot so there may be issues.


Here:
http://www.invision.tesalliance.org/forums/index.php?/files/file/531-duke-patricks-follow-that-actor/
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Milagros Osorio
 
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Post » Sun Nov 28, 2010 9:12 am

Duke Patrick's Follow That Actor BETA 0.02

Rev 0.02
Running works now.


Here:
http://www.invision.tesalliance.org/forums/index.php?/files/file/531-duke-patricks-follow-that-actor/
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Emma louise Wendelk
 
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Post » Sun Nov 28, 2010 9:19 am

Er, .02?, just installed your .03 - Great idea, the first version I tried (.01) worked on Vilja too, if you chose "I will follow you", then opened dialogue with her again and chose the option for Vilja to find ingredients your PC would follow.
(Cant be done the other way around because after telling vilja to find ingredients, if you open dialogue with her again she starts following you).

In .03 this no longer works with Vilja. Edit - Does work - I needed to do a clean save before installing this version.

I know its early days, lunch break production and not guaranteed to work so just one other thing found so far....

Trying to break it, also on a horse mounted soldier, the option to follow is there but your PC will not follow him. ( I wanted to see how close your PC would follow a horse mounted NPC, see if I got a face full of tail :) ). Not a good idea to follow a horses hind quarters RL but tried it anyway.

I like that you can switch to sneak mode while following (another reason I wanted to try the horse mounted guard, practise sneaking through bad country roads and have a guard ready to help bounce any baddies, for T.I.E users early game with a low level PC this could be very useful).

OT and not related - But also a new small problem developed with Friendship ring and Vilja http://www.tesnexus.com/downloads/file.php?id=21594 a few comments there. - Noted tesnexus comment and apologies not really your concern.
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cosmo valerga
 
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Post » Sat Nov 27, 2010 11:14 pm

Spooky - NB edit above - 0.03 does work on Vilja, clean save routine required if previous version used.
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Kelly Osbourne Kelly
 
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Post » Sun Nov 28, 2010 7:37 am

I've "fixed" it by out-commenting the message box in the mod's script. You can do it too till the official fix.
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Sara Johanna Scenariste
 
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Post » Sun Nov 28, 2010 4:46 am

Except that will CLOUD other issues that are caused by the root problem (the companion script is repeatedly removing the ring).

But I guess from your point of view it is better than nothing.

Remember I cannot help *anyone that alters the scripts, so please do not waste my time and yours by asking.
but if you know what your are doing (know how to script) you should be able to handle your own troubleshooting when issue arise.

*this is not directed at you RebelMax'.


I may have the fix here:

if IsPlayable == 1 && me != player
SetIsPlayable 0
endif

Making the ring Not playable is suppose to make the ring Non-removable from the NPC. I will up load the new rev 1.7 now.
But I have no way to test this at this time so please let me know if this does work or not.

Unfortunately this will make the ring impossible to take away from the NPC once you give it to them.
So the only way out of the relationship is death or suicide!

I've "fixed" it by out-commenting the message box in the mod's script. You can do it too till the official fix.

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.X chantelle .x Smith
 
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Post » Sun Nov 28, 2010 2:40 am

DP - I just love the innovative ideas you get for mods, especially over lunch :bowdown:
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Sandeep Khatkar
 
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Post » Sun Nov 28, 2010 4:58 am

Thank you for looking into this.
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Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Sun Nov 28, 2010 6:58 am

Duke Patrick's Follow That Actor

NOW OUT OF BETA!


get it here:

http://www.invision.tesalliance.org/forums/index.php?/files/file/531-duke-patricks-follow-that-actor/

A new topic will now be in all the actor’s dialogue “I will follow you!”
Pick this and DO NOT TOUCH YOUR FORWARD KEY! Or use the follow touch spell that is given to you. (I prefer the dialogue myself, more immersive!)

Your PC will now follow the NPC, thru unlocked doors, thru winding passages, around obstacles, up and down stairs, and almost everywhere that a normal NPC can walk while following a path grid.

The mod AI will throttle your PC speed and steer your PC walking and running direction to follow the Actor.
No more tedious synchronized key tapping to follow the actors now! Press your forward key to stop following the actor.

This mod is now out of beta however it may still have issues. Possibly even issues I will not be able to fix. I made this
mod only for personal use. It is based on the work I did for companion following. I HATE summon spells for companions and was determined to have the companion never get lost and require the player to pull the companion out of the air like a magician grabs money from your ear!


However if you are to use this mod you must understand that the mod is attempting to replace your MIND with a few lines of "If this then do that". I will pat myself on the back and say I think I dreamed up some very clever script routines, but it would take more than a script to be able to duplicate the ability of your brain to follow an actor around through all the possible egress pitfalls in the game! If we could tap into the games engine for the thousands of lines of code that control how the actors “follow” this would be much better, but even the game makes “following” mistakes sometimes.
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STEVI INQUE
 
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Post » Sat Nov 27, 2010 7:39 pm

Thank you spooky, going to give this version a whirl, have not downloaded it yet but sounds like you have addressed the only other problem I found late last night with the .03 version - Which was an avoiding obstacles issue, send Vilja off to get ingredients again at Aleswell, she went through the gate into the central allotment, and my PC got stuck behind the hinges of the gate. I dont think you are going to be able to account for all eventualities with this and it will depend on pathing so no problem just to disengage the follow in those instances.

OT - Installed the new 1.7 Friendship ring, did a clean save just in case, still get the message entering viljas inventory, but the one exiting her inventory does not happen.... however it now happens when you exit vilja's dialogue completely instead.
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Philip Rua
 
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Post » Sat Nov 27, 2010 11:40 pm

WOW! how could her script be getting the ring away from her?

This one has me stumped.

Well....it may be time to get rid of the ring and only use the hidden ability. I was thinking about doing that anyway.
I will keep the ring in for (well its hard to explain) but it will not actually have any script in it. I will have the script done via the ability and quest.

But it may take me a few days to get this done.



OT - Installed the new 1.7 Friendship ring, did a clean save just in case, still get the message entering viljas inventory, but the one exiting her inventory does not happen.... however it now happens when you exit vilja's dialogue completely instead.

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Sammygirl
 
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Post » Sun Nov 28, 2010 6:00 am

Would it be possible to set it up to use a key combination from the keyboard instead of dialogue or a spell? Like make it so "S" (or whichever) tells it to follow whichever NPC/Creature is targeted by the crosshair?
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Sophie Miller
 
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Post » Sun Nov 28, 2010 9:57 am

Sorry , I am not updating this mod anymore for the foreseeable future except for bugs. This mod was only suppose to be utility for my own use.

And I hate key combination triggers. :shrug:

Would it be possible to set it up to use a key combination from the keyboard instead of dialogue or a spell? Like make it so "S" (or whichever) tells it to follow whichever NPC/Creature is targeted by the crosshair?

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Vivien
 
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Post » Sat Nov 27, 2010 10:30 pm

Working :) - Like the new spell method instead of dialogue, makes integration with vilja easier. Just went back to Aleswell and got Vilja to look for ingredients again, she eventually went into the central allotment and this time no problem with that gate :goodjob:
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Penny Flame
 
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Post » Sun Nov 28, 2010 12:19 am

Trying to break it, also on a horse mounted soldier, the option to follow is there but your PC will not follow him. ( I wanted to see how close your PC would follow a horse mounted NPC, see if I got a face full of tail :) ). Not a good idea to follow a horses hind quarters RL but tried it anyway.
I like that you can switch to sneak mode while following (another reason I wanted to try the horse mounted guard, practise sneaking through bad country roads and have a guard ready to help bounce any baddies, for T.I.E users early game with a low level PC this could be very useful).


:) Using the 1.2 version - And very pleased to see the above is no longer a problem, follows well with a bit of speed up/slow down occasionally (if using slofs very detailed horses you might not want to be eating when doing this)
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Logan Greenwood
 
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Post » Sun Nov 28, 2010 2:21 am

:cry: ---> :blink: ---> :lmao: ---> :rofl: I needed that....


:) Using the 1.2 version - And very pleased to see the above is no longer a problem, follows well with a bit of speed up/slow down occasionally (if using slofs very detailed horses you might not want to be eating when doing this)

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Luis Longoria
 
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