aw doan be fightin' ya'll.
The havoc will happen anyways when the follower stands up. I have seen flying cars that way.
Nothing like factions to keep the follower safe from being shot at.
Actually, setghost *may* solve both problems.
In one of the things I tried, I was using setghost, and it may have actually fixed it. I tried a whole different number of things, it's a long story sorta, here's best I can explain without writing a book-length post - -
I had a system together that worked perfectly. The follower would actually die, which was perfect for what I wanted the enemy AI to do (enemies might even loot your follower while it was down for example). This thing worked great, it looked great, and was quite configurable and controllable on my side. I loved it.
With one absolutely destructive exception that I had to cancel the WHOLE thing over.
When followers die and have one weapon in their hand, they often fall to the ground with the weapon and the weapon goes into a special mode. The weapon is NOT in the follower's inventory for real, but it pretends to be when you open the corpse. When the weapon is in this mode, my scripts cannot see it. But it's still attached to the follower! The result is that unless the weapon is picked up by another NPC or the player, when I issue a resurrect on the follower, the [censored] thing is deleted. Up - and - [censored] - deleted.
Now the "resurrect 1" command doesn't do that. It leaves the inventory where it is, actually leaving that dropped weapon on the ground. I could have lived with that, actually, there's a way I can even make followers help you search for weapons that may be lost. BUT the big fat issue with "resurrect 1" for me was that the followers' body parts don't always look right after you use that function. "resurrect 1" required extensive handling in the first place (Martigen has a thread about it) because of some weird issue where the NPC, strangely, simply sinks into the ground. But what positively killed "resurrect 1" for me was that if the follower had body parts that were exploded in the death etc, those parts would re-attach to the follower but remain exploded. The only fix I found for THAT was... to issue a real "resurrect" command. And even after issuing "resurrect 1" first, it would still delete the darn weapon off of the ground!
It svcked, discovering that, because I had the system working using a double resurrect to fix the exploded body parts.
So with me unable to have both a follower with straight legs etc, and not cause that weapon to delete, I switched methodology completely. I discovered that gamemode in the follower's script trumps death and lets you fix the exploding body parts before they explode. I was able to make code that sneaks a whole block of code in there that basically saves the follower's ass at the absolute last minute. To work right, I had to set the follower essential in that frame, plus restore the condition on all of the limbs, and so on.
So the result is that the follower does not die but, remember that essential doesn't work the same any more. It causes Phalanx followers to auto heal while fighting, if I had to guess its the mechanics of my weapon selection script triggering that part of it. The follower does not collapse to the ground automatically with this methodology.
I seriously do not dare use damageav fatigue on them in this case. I have seen a very strange bug after using it that way where the weapons were stuck on the follower in a dis-attached form. The bug was so strange that I made a video of it, I probably have it around still. And in my testing I heard that rattling sound on live followers afterward, although it didn't last long. I don't dare use it, the stuck-weapon-bug was bad and the only fix was a resurrection.
SO.... what all this crap means in my mind is - - if you can tell me a way to make a follower collapse to the ground and stay there a while without using damageav fatigue, I might be able to use it. I am issuing a pushactoraway now so I could work it in somewhere after that, perhaps. I may be able to correct the deal where enemies want to pound the crap out of the follower while he's lying there, but its the causing the follower to lie there and not move that's a problem. In the past I've not seen setrestrained do the job, that makes them stand. I can't figure out how to make "paralysis" work...
I haven't tried it, but can you give followers the new BS content weapons and they'll use them, or will you have to make a module to add the new DLC weapons to their weapon lists?
Fawkes is your only follower who uses a true weapon list. I doubt they updated it to add in the DLC weapons because after seeing what the DLC weapons are, to my knowledge Fawkes does not have the necessary animations to be able to fire those weapon types. That's an issue I cannot figure out how to fix, I would have done it long ago if I knew how (TalkieToaster plz release!!!!!!! *wants*).
For the other followers, what TGBlank is basically saying is correct, he didnt explain it all the way in his first post was all. If you've got the followers "tactics" setting to the Phalanx default, which is to select weapons based upon distance from the target, it creates a slightly funny situation. If nothing about the weapon specifically tells NPCs that they are not allowed to use it, they will be interested in equipping it. If the follower manages to equip it before my system starts interfering with a fight, my system will not attempt to stop the follower from using it. However, if for some reason they do not equip it before my system starts working, my system will not attempt to use it in the weapon rotation and will, indirectly, attempt to prevent its use.
However, it's possible for me to make at least the new flamer-type weapons and the new laser rifle work in the distance-based system when I make the Broken Steel integration patch for Phalanx. I feel right now though that the new laser rifle type is properly used as a mid-range weapon, whereas the regular laser rifle is best as a long-range. Hopefully nobody would hand a follower both the new laser rifle and the old one and expect them to be used in this way (switching off of the new one to select the old for sniping). I cannot make that behavior happen within my system because the 2 weapons share the same ammo.
Well it definitely does what I wanted it to do (kill robots faster, since I personally hate sentry bots) but if that's going to interfere with your mod... I may have to think of something else.
If the goal of your mod is to make robots a pushover, all I'm saying is that the weapon you're describing will turn my sentry bot into exactly that. It's all about what game balance you're trying to create. If you hate sentry bots, maybe it's the right mod for you, you know? In terms of DPS danger to the player, my sentry bot is the singularly most dangerous enemy that the player will have ever encountered either in Broken Steel or vanilla game with the exception of the player making an enemy out of Liberty Prime. With the right technique though, my bot can be killed in under 30 seconds, and a leveled player will lose about 1/3 health in the process (Liberty Prime takes no damage from the player). The wrong technique against my sentry bot means you either take 10 minutes to kill it, or, it kills you. A tesla cannon that can kill my bot from a distance does, well, exactly that. It doesn't interfere so much as make an intended challenge be a non-challenge. It's all about what you want your mod to offer, really.
If you hate sentry bots you will be like OMG WHAT THE HELL when you come to understand what mine does. Maybe that weapon is for you, in that case. hehehehe.