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Ploutonas
Novice

Reged: 02/22/04
Posts: 17
Companion script help
      #2922838 - 08/13/04 12:09 AM

Hail and well met...i am trying to create 6 or more companions to join my pc.I tried the great companion mods from grumpy and i must say i was impresed.They Are great and i could modify them with dialog and all.The only problem is that the script should be in all of em.I checked the script and there are more than one and i dont know where to put what .Could someone please guide me by steps so i can finaly complete this mod?I use companion cally ver 1.5.
Thanks in advance Now where is that Lykanthropos That escaped my Island...i hope it wont run to seyda neen to kill poor Fargoth again...

--------------------
Sokrates,All I know is that I know nothing

Edited by Ploutonas (08/13/04 12:58 AM)

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Ploutonas
Novice

Reged: 02/22/04
Posts: 17
Re: Companion script help [Re: Ploutonas]
      #2923191 - 08/13/04 02:31 AM

On the npc script window i have the af_companion script or something like that.its the same there is in Cally.Now when i checked to see if it worked i noticed that all are almost fine.My comp. has the companion share command,however not a single topic,while it needs atleast the ones found in cally.I know that with the scripts i may add dilaog,in this case ill need the dialog found under cally,change its id to the one i use for my comp. and all should be all right.
That i could do if i knew how...so this is the question,how to take the dialog and set it to another npc,and have the dialog do the same as in the original npc Cally,like following options,combat etc. please ?
Thanks in Advance
When and if i ever finish/realease this project,i ll include the credits to Grumpy and all the other ppl found on his readme.Without the Cally companion i wouldnt be able to do what i wanted,its their work and they deserve the credit.Also before i even talk about realeasing it i ll be sure to ask Grumpy first for his permision.I respect the work of others.

--------------------
Sokrates,All I know is that I know nothing

Edited by Ploutonas (08/13/04 02:38 AM)

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_Darky00
Initiate

Reged: 08/10/04
Posts: 63
Loc: here there every were
Re: Companion script help [Re: Ploutonas]
      #2923804 - 08/13/04 08:04 AM

well i have that big gigant from bm and the hunter as companions and i use a self made script that workes perfectly... well i used grumpys script on spet as a start...:

Begin 1KarstaagScript

short companion
set companion to 1

if ( GetCurrentAiPackage == 3 )
if ( 1Karstaag->GetDistance Player > 800 )
set timer to timer + GetSecondsPassed
if ( timer > 10 )
set timer to 0
set myx to ( Player->GetPos x )
set myy to ( Player->GetPos y )
set myz to ( Player->GetPos z )
1Karstaag->GetPos x myx
1Karstaag->GetPos y myy
1Karstaag->GetPos z myz
endif
endif

; if ( GetHealth < 20 )
; setFlee 200
; elseif ( GetHealth > 20 )
; setFlee 30
; endif
endif

end 1KarstaagScript

thats for the big gigant just change the name... and if you have any problems just pm me and i'm going to be gone for a while now thats why i dont answer rigth away

oo and this one is good too:

Begin 1SpotScript

short companion
set companion to 1

if ( GetCurrentAiPackage == 3 )
if ( 1Spot->GetDistance Player > 800 )
set timer to timer + GetSecondsPassed
if ( timer > 10 )
set timer to 0
set myx to ( Player->GetPos x )
set myy to ( Player->GetPos y )
set myz to ( Player->GetPos z )
1Spot->GetPos x myx
1Spot->GetPos y myy
1Spot->GetPos z myz
endif
endif

; if ( GetHealth < 20 )
; setFlee 200
; elseif ( GetHealth > 20 )
; setFlee 30
; endif
endif

end 1SpotScript


you can see they are pretty alike the reason i havent released it is because you get and error when they go in to the water they dont have an animation for swimming...
look at them

--------------------
If i was rude or any thing like that its only because i aint that good in english and i miss wrote the sentence... and sorry if i did... its in my nature... Some sientists has found that out

Edited by _Darky00 (08/13/04 10:39 AM)

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Ploutonas
Novice

Reged: 02/22/04
Posts: 17
Re: Companion script help [Re: _Darky00]
      #2925059 - 08/13/04 02:34 PM

Thanks for the reply and the screenshot..if they dont have animations for underwatter,why not make them walk on watter with a permanent duration?This way they should be able to follow the pc even within watter,they ll just stay at the surface.Also the fact that most creatures in Bloodmoon cant swim,works well as an exploit for range based characters...If they had animation or watterwalking atleast they would be able to hunt down the pc instead of waiting in the shore or at the edge of the river.
Now back to the problem i have,i need the dialogue to be available for the other npc's/companions beside the basic one in this case Cally.
I use the script found in cally's script box,but the topics arent there.
Sooo i need to change the dialogue id to the one used for my npc.Is it possible to do that?Could i somehow export the dialogue so i dont have to write it again?
Thanks in advance

--------------------
Sokrates,All I know is that I know nothing

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Grumpy
Disciple

Reged: 08/02/02
Posts: 1590
Re: Companion script help [Re: Ploutonas]
      #2926460 - 08/13/04 09:49 PM

Check out the reply here:

http://www.elderscrolls.com/ubbthreads/showflat.php?Cat=&Number=2925648&page=0&view=collapsed&sb=5&o=14&fpart=1

I dunno... I know the above would work with the original Companion Project mod because it only uses one script and has no ids in it, so it can be used multiple times, but I'm not sure about Cally. As you have said there are multiple scripts used on that one. Companion Project uses a single script, although simpler...

I'm going to make a VERY wild guess and say try it as is outlined in this thread above, but I will not guarantee the results. As far as I can remember, there are no direct id references in any of the scripts, so the above should work.

Where you might run into problems at is if I did use id references in ANY of the scripts. If I did, then it's going to be tough to do. Just something you'll have to try. Again, I don't think I did, but it's been awhile since I worked with that one.

Am working on a new one that combines all code into one script with no ids, so the above (faction) idea will work well on that one (I hope). Probably be a couple of weeks before it's finished though (again, I hope), so it's not doing you much good now.

Please PM me and let me know what your results are if you try this...

--------------------
Grumpy
My mods

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Ploutonas
Novice

Reged: 02/22/04
Posts: 17
Re: Companion script help [Re: Grumpy]
      #2928579 - 08/14/04 12:52 PM

Thanks Grumpy!!! I ll try to do that,create i mean a function called lets say "companions".However first i ll try to use your original companion project,if i can have with that many companions.
Thanks for your companions,they changed the way i see a npc that can follow me,especialy compared to the ones in the main quest...they dont even use walk on water and they keep losing track of me...so i have to stop every now and then to see if they are around...
I would pm you but the pm icon doesnt show up for me...is the function currently dissabled mayhaps or is it only me?

--------------------
Sokrates,All I know is that I know nothing

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