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#1
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I've made a custom companion, and the main functions (hiring, firing, approval, gifts, combat, dialogue, etc.) work. However, there are some minor details that need some ironing out, and I just can't figure them out on my own.

1) My companion can equip shale's crystals and the dog's collar/paint. Where can I change this?
2) Neither AL_SpendAttributePoints nor Chargen_SpendAttributePoints will actually spend the attribute points and thus the custom leveluptable will not spend talent and skill points and thus my custom tactics will not list anything except use a health potion. I even tried modifying and using the function definitions instead of the actual functions. Anyone have a short, functioning script for this? (I tried the one on the wiki, but same problem.)
3) I have a PRCSCR script that runs when camp is entered. It sets my companion to follower available and moves him to his location. This fixed the common companion-following-you-around-camp issue. In the process of cleaning up the script, I did something that made the original companions follow you around camp too. I tweaked the script again to fix this by setting the recruited followers to available in the party and active in camp. This worked for all companions but Leliana. She will still follow me around camp if I enter camp with her in my party or she won't be in camp if she's not in my party. Why, and how do I fix it?
4) How can I get the companions equipment to level up with the companion? If I hire him at level 15, he still has tier 1 gear equipped.
5) When I change some of the variables in the companions .utc file, he can no longer die. Why?
6) The last issue is more of a rhetorical question than a real problem... but here goes, if I forget to delete the files out of the packages/core/override/toolsetexport folder before I run the game, why do REALLY weird things happen? For example, my hiring script makes my custom companion strip and my firing script puts Morrigan in my party. It's utterly nonsensical.

Modifié par satans_karma, 08 juillet 2010 - 02:37 .


#2
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1) can be changed in EquipmentLayout.gda (maybe something in your script is overwriting the default, though). Not sure about the other questions.

#3
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I appreciate the suggestion; however, I already tried that. The companion seems to be set as the default humanoid already, so it didn't change anything. I might have misled you a bit with my description. The crystals, collar, and paint can't be "equipped" in one of the equipment slots; the equipment just shows up on the character and boosts the stats as though they were on shale or the dog. The crystals, collar, and paint can't be removed after being "equipped." Unlike for the original followers, the items do not say "cannot be equipped on this character." I thought maybe it could be one of the item or creature variables, but I couldn't find one that fit the bill (though admittedly some of the variable names baffle me as to what they do).