Anyways... I have one little problem. I have done several google searches, and several searches on these forums. Geck+Door+companion, Geck+Gomorrah (yeah I know about the Gomorrah elevator script). And if I can just get that script to work my mod will be beyond halfway done. It's frustrating because just typing the companions ID through the console followed by moveto player in just a few key locations, and it works fine otherwise. I could make it feel a lot more natural/realistic/etc via companion teleporting doors, but problem is I don't know how to start with that, and I've been searching around quite a while on how to make door scripts work.
I altered the script several times, deleting out various bits here and there for DAYS now I've been trying to figure out how to make a copy of the Gomorrah elevator script that retains the teleporting upon door use, minus the message. And I guess I'm just too inept at scripting to figure it out. Believe me when I say I did several internet searches, and several failures in the GECK before asking this as a last resort.
I think the answer is residing somewhere in the Gomorrah elevator script, but I'm just not script clever enough to figure out how to remove everything but the companion teleporting feature from it. So anyways all I need is: A script that upon activating a door teleports all the vanilla companions to the player character. (Or you know whatever companions are following the player at the time). I'm pretty positive such a script can be made, just I can't figure out how to make it on my own. And if it helps... Here's the script in question that I haven't been able to alter properly. (I think).
scn GomorrahElevatorDoorScript
int Button
begin OnActivate
ref reffer
set reffer to GetActionRef
if GetActionRef == player
showmessage GomorraElevatorMessage
else
if reffer.GetPlayerTeammate == 1
reffer.moveto player
endif
endif
end
begin GameMode
set Button to GetButtonPressed
ref rMarker
if Button == 1
player.MoveTo GomorrahLLMarker
set rMarker to GomorrahLLMarker
Autosave
elseif Button == 2
player.MoveTo Gomorrah1stMarker
set rMarker to Gomorrah1stMarker
Autosave
elseif Button == 3
player.MoveTo Gomorrah3rdMarker
set rMarker to Gomorrah3rdMarker
Autosave
elseif Button == 4
player.MoveTo GomorrahTopMarker
set rMarker to GomorrahTopMarker
Autosave
endif
if (Button == 1 || Button == 2 || Button == 3 || Button == 4)
if (VNPCFollowers.bBooneHired) && (CraigBooneREF.Waiting != 1)
CraigBooneREF.MoveTo rMarker;
endif
if (VNPCFollowers.bCassHired) && (RoseofSharonCassidyREF.Waiting != 1)
RoseofSharonCassidyREF.MoveTo rMarker;
endif
if (VNPCFollowers.bVeronicaHired) && (VeronicaREF.Waiting != 1)
VeronicaREF.MoveTo rMarker;
endif
if (VNPCFollowers.bLilyHired) && (LilyREF.Waiting != 1)
LilyREF.MoveTo rMarker;
endif
if (VNPCFollowers.RaulHired) && (RaulREF.Waiting != 1)
RaulREF.MoveTo rMarker;
endif
if (VNPCFollowers.ArcadeHired) && (ArcadeREF.Waiting != 1)
ArcadeREF.MoveTo rMarker;
endif
if (VNPCFollowers.bEDEHired) && (EDE1REF.Waiting != 1)
if EDE1Ref.GetDisabled == 0
EDE1Ref.MoveTo rMarker
elseif EDE2Ref.GetDisabled == 0
EDE2Ref.MoveTo rMarker
elseif EDE3Ref.GetDisabled == 0
EDE3Ref.MoveTo rMarker
endif
endif
if (VNPCFollowers.RexHired) && (RexREF.Waiting != 1)
RexREF.MoveTo rMarker;
endif
endif
end