Make a creature companian have "Travel" option?

Post » Sat May 28, 2011 5:44 am

Basically,

i'm modifying Grumpy and Emma's pack guar companian mod to suit my own personal taste/needs
i'm not really planning on redistributing it as my changes are so minor... in theory...

i just want to give it the Travel option so i can have a portable transport system.

I've done it before with npc companians and its worked fine,

but i just tried adding travel destinations to the pack guars AI in the CS but in game the travel option doesnt even show


i was wondering if anyone else has tried this and if so is there a way to make this work? as it is beyond my VERY limited modding knowledge

and i havnt been able to google an answer myself
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FABIAN RUIZ
 
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Post » Fri May 27, 2011 7:41 pm

Adding standard travel like NPC standard travel service topic: I don't think it is possible.
The only viable way I see is calling global script(s) from a dialog result. Global script(s) will move player/creature using positioncell.
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Kayla Keizer
 
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Post » Fri May 27, 2011 8:17 pm

Adding standard travel like NPC standard travel service topic: I don't think it is possible.
The only viable way I see is calling global script(s) from a dialog result. Global script(s) will move player/creature using positioncell.



Hmm well i only tried it because the pack guar in question already has "companian share" topic, which is typically an NPC topic.. and then theres Creeper and the talking mudcrad that have "barter" so i figured "travel" should work fine... but it don't... and although i AM willing to learn, i have no idea how to script really so if someone could give me an example or something to work from that would be great.
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Jesus Lopez
 
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Post » Sat May 28, 2011 2:51 am

Since barter works, you might just be able to sneak travel in. I'm not sure how, but looking at how they did the creature merchants will give you an idea.

If not, the easiest way will be to create an invisible NPC and when the appropriate topic is chosen with the creature, spawn the invisible NPC and ForceGreeting them. You can then add the travel AI to them. It will cost money though, so you may want to use scripts to restore the player's money afterward (if appropriate).
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Becky Palmer
 
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Post » Sat May 28, 2011 2:20 am

Since barter works, you might just be able to sneak travel in. I'm not sure how, but looking at how they did the creature merchants will give you an idea.

If not, the easiest way will be to create an invisible NPC and when the appropriate topic is chosen with the creature, spawn the invisible NPC and ForceGreeting them. You can then add the travel AI to them. It will cost money though, so you may want to use scripts to restore the player's money afterward (if appropriate).


hmm might be an idea, and i dont mind about using money, im not a cheapskate, im just too lazy to run to certain travel agents :P
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Honey Suckle
 
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Post » Sat May 28, 2011 6:45 am

Hmm... I was thinking this would require a scripting because I did not see any creature teleport service so far, but... I just tried with Creeper, and it works just like with a standard NPC.
Korroded-Korpse, I wonder why it did not work for you, maybe you did not set the arrow pointer in the destination cell or tested with not enough money to reach destination?
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Nick Jase Mason
 
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Post » Sat May 28, 2011 3:03 am

I don't actually see a problem. All creatures have an AI tab identical to NPCs', and travel fields are present there. As long as you can initiate dialogue with your guar, the travel option should be available if you set destinations for it. Is it not?
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Star Dunkels Macmillan
 
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Post » Sat May 28, 2011 3:13 am

HMM unless maybe its just grumpy and emma's packguar, maybe its got some conflicting scripting inside it, as thats what i tried it on...

i did it just like any other npc, set a travel arrow to pelgiad to test it and the travel option didnt even appear

i'll try again tho, thanks for that info
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Jamie Moysey
 
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Post » Fri May 27, 2011 6:15 pm

Just confirming it works for Lulu (tested with 3 teleporting destinations: Pelagiad, Seyda Neen, Caldera exteriors) :)
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Dina Boudreau
 
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Post » Sat May 28, 2011 4:47 am

Just confirming it works for Lulu (tested with 3 teleporting destinations: Pelagiad, Seyda Neen, Caldera exteriors) :)



How the?! ?_?

i did try it again, and set up destinations to pelgiad, dren plantation, hla oad and gnaar mok

also added all other services to check whether any show up but when i tested in game none of them were there.... :(

am i just being stupid?

maybe i should try from a fresh game or something... as im testing it from a saved game
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Yvonne Gruening
 
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Post » Sat May 28, 2011 5:07 am

you see,
if it works from a fresh new game, it may work from a saved game...
if it does not work from a fresh new game, it should not work from a saved game...
if it works from a saved game, it should work from a fresh new game...
if it does not work from a saved game, it may work from a fresh new game...

[EDIT]my usual typos
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Cool Man Sam
 
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