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[SOLVED] Companion guide/script


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16 réponses à ce sujet

#1
Eguintir Eligard

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Has anyone done a guide for this? All I can find in the wiki is what says its "script to add a follower"

but it is just like 4 seperate chucnks of code with explanations, and it doesnt say where it goes.

Is a follower a companion? How can I generate their feats etc, basic setup, can I set their physical stats at all? Do I create a character or a creature (not sure what characters are, really).These are the types of things I am looking to find out.

But if nothing exists, a conversation script to add a person to my party would be great for now.

Modifié par Eguintir Eligard, 01 septembre 2010 - 02:42 .


#2
TimelordDC

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Did you check this? http://social.biowar...llower_tutorial

#3
ladydesire

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Yes, followers are the same as companions; those blocks of code are the scripts you need to create for your companion mod. One of them is for the module, another is for hiring the companion (if you're looking at the one I think you are, there are two versions of the hiring script) a third is to fire the companion and the last one is for increasing the companion's approval.

#4
Eguintir Eligard

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No i didn't see that. People keep showing me new wiki tutorials but when I click tutorials there's only like 7 very basic ones. Thanks both of you

#5
Jonathan Seagull

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Along with the given follower tutorial, satans_karma has created another that I found very helpful. It includes some functions the first one doesnt.



It can be found

#6
Jonathan Seagull

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Ack.....



It can be found here: http://social.biowar...lower_tutorial2

#7
Eguintir Eligard

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Thank you. I did it all in one shot, the only problem seems to be my follower does not want to talk. I did a conversation NPC already sucessfully before, what could cause an NPC to not talk provided he has his conversation file and the conversation file was exported. ?

#8
TimelordDC

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Did you export the NPC creature file after assigning the conversation to the creature blueprint?

#9
Eguintir Eligard

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Im not really sure how when exporting is required so I kinda exported everything i could find with dependant resources, I did the area, the creature, the conversation, the script that the conversation uses to start the party picker etc. What else?

#10
Jonathan Seagull

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Out of curiosity, does the conversation have a separate branch of dialogue for after the follower has joined your party? And if so (and I would think so, unless you want him to say the same stuff after you hire him as he did before) are there any conditions associated?

#11
TimelordDC

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Hmmm...at this point, I am not sure what the issue could be. Did you check if there were errors during export?

#12
FergusM

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After you exported, did you load up a save where you already had the character? I can't recall exactly how this is handled, but I think you may need to reload to a time before you entered the area where he starts off.

#13
Eguintir Eligard

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Its just one area where I want 3 companions to all join automatically. I start new every time. Just using a conversation on this guy to see if it works first and the damn guy wont talk. 1 owner node, 1 reply without conditions.

Modifié par Eguintir Eligard, 01 septembre 2010 - 03:04 .


#14
Eguintir Eligard

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I got a warning in the UTC file for this guy:

W: 00:52:25 - p_dollum.utc - Could not get sound set for the character .



I don't see a sound set slot in his properties...


#15
FollowTheGourd

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It's the character field. Here's an old post that might explain it better (although maybe not distinguishing between DLG and FSB resources), but it might be easier to just open the Single Player module and look the character entry resources and their respective soundsets and recreate the character resources for your module. Also when you open the soundset field, don't overlook the "_Core Soundsets" folder.

The wiki has a short blurb on it too.

Modifié par FollowTheGourd, 01 septembre 2010 - 05:44 .


#16
Eguintir Eligard

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Oh ok so I had my text in the comment field and not the text, so it doesnt fire at all?

http://img176.images...s/i/buddya.jpg/

This is working now. I'm changing the topic because I am wondering if there is not a way to take this to just automatically add the 3 npc tags I want to give it. They will never leave the party so I guess all that 2da stuff was just for time wasting :o. I tried this thinking it would add them both even tho only one would show in the picker.

#include "utility_h"

void main() {

object oFollower = GetObjectByTag("p_dollum"); //Use CreateObject() if the creature isn't present in the module yet
object oFollower2 = GetObjectByTag("p_aven");
UT_HireFollower(oFollower); //Hires the follower
UT_HireFollower(oFollower2); //Hires the follower
SetPartyPickerGUIStatus(2);

ShowPartyPickerGUI(); //Shows the Party Picker; necessary for the follower to gain XP

}

Can this easily be made to skip the gui, add the two guys and make sure they get xp? And if you cant skip the picker, can I at least Lock it down so that the player cant remove anyone and can only accept?

Thanks

PS I have researched this here and the wiki but everything I see seems to point to using the picker. Just not sure if its truly mandatory?

Modifié par Eguintir Eligard, 01 septembre 2010 - 06:24 .


#17
TimelordDC

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You can skip the partypicker calls and just add the following 2 lines instead -

SetLocalInt(oFollower, CREATURE_REWARD_FLAGS, 0);
SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE);

Modifié par TimelordDC, 01 septembre 2010 - 03:56 .