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Do companions have to come from the "NPC" category in the creatures tab?


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5 réponses à ce sujet

#1
M. Rieder

M. Rieder
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I have never made a companion before, only henchmen.  So I am wondering if I have to make the blueprint for this companion by copying one of the NPC blueprints from the toolset, or can I start out with a generic humanoid blueprint. 

Thanks for the help.

#2
_Knightmare_

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Where something gets listed in the blueprint tree is just for organizational purposes, so you have an idea of where to look for it when needed.

However, if you can track down one of the companions from the official games, it might help you to get everything set up correctly.

Modifié par _Knightmare_, 19 octobre 2010 - 07:53 .


#3
PJ156

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You can make your own blueprint.

You need to import the companion script set into it and it will behave as you want it to.

PJ

#4
Shallina

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Exactly what make a creature a compagnion is the script set.



Could be what ever creature you wish.

#5
Kaldor Silverwand

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When you are finished setting up your new companion blueprint, I would open up both the properties window of your new blueprint and the blueprint of one of the OC companions and compare them line by line, just to make certain you haven't missed something.

#6
M. Rieder

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So it looks like I need to make sure I get all the companion scripts in the right place and everything else will be fine. I am a little concerned about animations because I am under the impression that not all creatures will perform all animations, but if this is linked to the model, and if humanoid models will do all animations, then I am set.



Thanks for the help.



By the way, I found lots of new heads when I copied the companion blueprint and monkeyed with the settings. There were some I recognized, but others I did not.