BGS, please add 'no go' zones for followers!

Post » Tue Jun 14, 2011 12:05 am

I figure this topic will quickly be pushed off the page and never seen again, but it's worth a try.

One of the most annoying things while modding Oblivion/Fo3/NV was accounting for followers. There simply are certain situations where it's better for them to not be around. These can include areas where you want a certain mood, that's ruined with a follower right there, or scripted scenes that don't account for them. You could account for the default ones, but never any followers added in by mods. You could somewhat with FOSE but it's functionality was very limited.

Let me explain. I simple ask that they add in something we can use to designate a 'no go' zone for followers. Once they hit the edge, maybe they say 'No way I'm going in there!' or something like that, then they are put on 'wait' instead of 'follow'. NPC's would simply have a flag that could be set to make them act this way. That would allow modders that add new area's, or new quests to effortlessly account for ANY follower, be it vanilla or added in. It would also help Bethesda Game Studios. All of their scripts in scenes that must account for followers (i.e. getting kidnapped by the Enclave in quest 8 of Fallout 3) are somewhat complicated, and could all be replaced by a simple zone or script command.

I don't think many people out there realize how much this would help modders. I hope they see this. Though I doubt that, so hopefully something like that has already been added in. My quest mods go for a more dramatic sense, so the player is often better off alone. This is VERY difficulty to do considering what I have to deal with to account for followers. It often leaves me with no choice but to make some kind of barrier that kills anyone who passes through but the player, then coming up with some excuse for it to be there, and making sure the player knows.

Hopefully someone out there can relate to this, and we can try to get some system in... :/

Gunmaster95
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Daniel Brown
 
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Post » Mon Jun 13, 2011 1:30 pm

.... What?
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Lillian Cawfield
 
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Post » Mon Jun 13, 2011 11:09 am

.... What?

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Steve Smith
 
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Post » Mon Jun 13, 2011 5:25 pm

.... What?

They mean like if you're in a location with a jump your followers will not make/survive (though that may not be an issue in Skyrim due to no skill for it) they will stop instead of going to their certain doom.

I think.
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Colton Idonthavealastna
 
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Post » Mon Jun 13, 2011 10:35 pm

He wants them to add a feature to make followers not be allowed to follow the player to certain areas. That way some scripted events/quests/atmosphere could be created more easily. Pretty straight forward.
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mimi_lys
 
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Post » Mon Jun 13, 2011 8:18 pm

.... What?

Try actually reading it. It makes perfect sense...
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Soku Nyorah
 
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Post » Mon Jun 13, 2011 2:52 pm

.... What?
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Isaiah Burdeau
 
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Post » Mon Jun 13, 2011 11:43 pm

He wants them to add a feature to make followers not be allowed to follow the player to certain areas. That way some scripted events/quests/atmosphere could be created more easily. Pretty straight forward.

Is everybody else braindead or something?
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michael danso
 
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Post » Mon Jun 13, 2011 9:40 pm

Try actually reading it. It makes perfect sense...


Agree. Also agree with op.
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Stephy Beck
 
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Post » Mon Jun 13, 2011 10:18 am

[quote name='Shadow_Step' timestamp='1307939390' post='17886149']
Is everybody else braindead or something?
[/q


....What?
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Penny Flame
 
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Post » Tue Jun 14, 2011 2:01 am

Can't they be asked to wait?

(I've never added a follower in FO3 or NV)
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Dina Boudreau
 
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Post » Mon Jun 13, 2011 10:42 am

In the creation kit, cells would have an option for toggling followers. Not that hard to understand.
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Eileen Müller
 
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Post » Mon Jun 13, 2011 1:53 pm

I what at the Whatters Whating at what the OP clearly conveyed....
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Shelby McDonald
 
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Post » Mon Jun 13, 2011 9:43 pm

The problem with that is how do the followers react when they go out of the "no go zone". Do they automatically start following you again or do you have to go and find them and make them follow you afterwards, If you have a large zone and the player doesn't realize their followers stopped then they may lose their follower and cannot then find them. However if you have them automatically resume following then that may ruin "reality" for some people out there. Me personally don't really care if they automatically start following again. However it also brings up the next issue with what if you come out on a different side of the "no go zone" how do the followers meet up with you on the other side, or do they?
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Rachel Hall
 
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Post » Tue Jun 14, 2011 12:22 am

I understood the guy. I think its a good idea. No follower zones. The followers would come back to you next time you fast travel or wait or sleep or enter another cell. Simple.
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TRIsha FEnnesse
 
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Post » Mon Jun 13, 2011 4:43 pm

The problem with that is how do the followers react when they go out of the "no go zone". Do they automatically start following you again or do you have to go and find them and make them follow you afterwards, If you have a large zone and the player doesn't realize their followers stopped then they may lose their follower and cannot then find them. However if you have them automatically resume following then that may ruin "reality" for some people out there. Me personally don't really care if they automatically start following again. However it also brings up the next issue with what if you come out on a different side of the "no go zone" how do the followers meet up with you on the other side, or do they?


They would have to come up with a solution for this. The most basic one I can think of is it automatically makes the followers follow you again. Then, to avoid issues, you simply make only one entrance to each follow zone. So you go in and come out of the zone in the same place. Perhaps you could also create some kind of path to go around the zone, so once you enter, the followers run that path to the other side, and meet you there, following again once you arrive. I'm not exactly sure how they would do it, but I really want something like this added.

I understood the guy. I think its a good idea. No follower zones. The followers would come back to you next time you fast travel or wait or sleep or enter another cell. Simple.


I'm glad at least half of you appear to understand. My guess is that most of the people who didn't understand have not modded before, they just play the games. While there's nothing wrong at all with that, lacking the backround knowledge of how the game function may make this confusing. :P

I just hope something has changed. It would open so many option in terms of crazy gameplay that modders could add. This way, so long as you check the box when making a follower, you would also know that your follower was accounted for in every other mod made, and no issues would be caused by their addition. It would make so many mods work seamlessly together.

Perhaps they don't exactly need to add a 'zone', but something is certainly needed to improve this.
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LittleMiss
 
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Post » Tue Jun 14, 2011 1:14 am

He wants them to add a feature to make followers not be allowed to follow the player to certain areas. That way some scripted events/quests/atmosphere could be created more easily. Pretty straight forward.


How about http://www.youtube.com/watch?v=lITBGjNEp08
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Kortniie Dumont
 
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Post » Mon Jun 13, 2011 6:16 pm

How about http://www.youtube.com/watch?v=lITBGjNEp08

Mind giving a reason?

The only downside I see is if they are overused. It would be annoying if every 10 feet your followers were like 'I can't follow you there!' But for very specific situations it can be very helpful...
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Hazel Sian ogden
 
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Post » Mon Jun 13, 2011 11:10 pm

I what at the Whatters Whating at what the OP clearly conveyed....

...what
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anna ley
 
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Post » Tue Jun 14, 2011 12:04 am

Mind giving a reason?

The only downside I see is if they are overused. It would be annoying if every 10 feet your followers were like 'I can't follow you there!' But for very specific situations it can be very helpful...
I wouldn't want some craven follower so I think it'd svck. Sounds like a waste of dev time to me, I'd rather they add an extra fork in some random chest than this.
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Eduardo Rosas
 
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Post » Mon Jun 13, 2011 11:51 am

There's going to be people that can travel with you in the game, so it's probably designed with that in mind. If there needs to be 'no go' zones then they're probably already in the game.
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Donald Richards
 
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Post » Mon Jun 13, 2011 10:16 pm

There's going to be people that can travel with you in the game, so it's probably designed with that in mind. If there needs to be 'no go' zones then they're probably already in the game.

But they had people that could 'travel with you' in every previous game, with nothing like this in it. Anytime they need a follower to leave or wait, they have to type out a long script accounting for each one of the vanilla followers. If something like this was added, they could issue a simple script command, or simply designate a zone of some kind. It would save them time, and help modders immensly.
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x a million...
 
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Post » Mon Jun 13, 2011 8:35 pm

But they had people that could 'travel with you' in every previous game, with nothing like this in it. Anytime they need a follower to leave or wait, they have to type out a long script accounting for each one of the vanilla followers. If something like this was added, they could issue a simple script command, or simply designate a zone of some kind. It would save them time, and help modders immensly.

Then it probably would be good to have it, especially since there's going to be lots of different NPCs that can travel with you now.
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