Clearing the current party & staying compatible with other mods
#1
Posted 13 October 2014 - 02:30 AM
#2
Posted 13 October 2014 - 10:32 AM
I need more information before I could answer this question....
There are ways of guaranteeing that only certain Companions are including in a party, ways of locking a party and there are ways of removing party members. I have seen the scripts as I have looked for solutions for my own problems ![]()
My series of questions - and I'll probably think of more....
1) I thought you were working on a standalone? If this is a standalone, then it isn't a problem
2) Are these custom Companions that you have created or do they already in the game (Alistair, Wynne, etc)
3) Do these Companions exist only for the duration of the Quest or throughout the whole game (DAO)?
4) Are these Companions or are they NPCs that journey with the GW for a short amount of time? (like the Soldier's Peak Dryden whose name I can't think of)
My immediate thoughts are not letting the GW enter an area until the right Companions are with them or a combination of going into the Fade to save Connor with adding someone to the group without adding them to the Party (Soldier's Peak)
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#3
Posted 13 October 2014 - 05:02 PM
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#4
Posted 13 October 2014 - 09:12 PM
The way you are doing the quest, you need to be very careful that you do not allow the GW to go back to Camp or open the partypicker once the new party has been established. The mod that allows 'anywhere partypicker' would definitely cause a conflict. The problem would be that after 'getting rid' of all of the Companions, going anywhere outside of your Quest area would give the player the opportunity to put back Companions that you just made the GW remove!
These are things that I would look into if I wanted to create a Quest like this. I haven't done these things so I can't tell you which would provide the quickest/easiest solution.
1) I would start by telling the GW that he/she must leave his/her Companions behind. Let the player drop Companions through the partypicker. As an alternative, you can remove the vanilla DAO Companions so that the instruction to remove Companions only comes up if there is anyone still in the party. They would have to be modded Companions.
2) I would look at the Fade script ( Idomeneas tutorial on how to assign Nightmares) that determines if there is a Companion in a specific 'slot'.
http://social.biowar...ck_plot_changed
If you can determine how many Companions are going into the Fade, there must be a way to determine how many Companions are in the GW's party. I do not know what that function is, but there must be one.
Someone smart may be able to
3) With no Companions, I would add the Quest Companions by writing scripts rather than trying to allow the player to select the right Companions.
That is where I would start investigating the potential solutions. I'm sure that there are better solutions so please post the solution that you get to work so that I can learn something ![]()
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#5
Posted 13 October 2014 - 10:24 PM
#6
Posted 17 October 2014 - 10:10 AM
I'm glad you got it to work.
When you upload, make sure that you document that requirement. I can't even count the number of times that another modder has had players ask "why can't I see/use the map pin?" because she has made entry into the area conditional on the party members. It is a little thing, but easier to add the comment before having the problem
I won't STOP the questions, but it may reduce them ![]()
#7
Posted 18 October 2014 - 02:58 AM





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