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DarkOneVenzar
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Reged: 11/04/03
Posts: 2774
Loc: Realm of Darkness
Making A Companion. How?
      #2936241 - 08/16/04 02:14 PM

I would like to make a custom Orc companion but I am not sure of the script I need. I want him to be able to go to Mournhold and Solsthiem with me, and if possible to level up after awhile. He would need the companion share ability as well so I can give him armor and stuff that I find. How would I go about making him in the CS. I know how to add NPCs and give them armor, but I don't know how to add dialogue or do scripts.

Can anyone help me with this?

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baratheon79
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Reged: 05/25/03
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Re: Making A Companion. How? [Re: DarkOneVenzar]
      #2936919 - 08/16/04 05:12 PM

This is actually fairly simple to do. Here is a sample script you might be able to work from, which is used by all the melee-type companions in my Mercenary Pack mod:

Code:
begin BAR_MP_MercScriptMelee

short Companion
short levelup
short c_level
short c_athletics
short c_strength
short c_willpower
short c_intelligence
short c_agility
short c_endurance
short c_luck
short c_health
short c_magicka
short c_fatigue
short c_longblade
short c_mediumarmor
short c_heavyarmor
short c_bluntweapon
short c_axe
short c_unarmored
short c_block
short c_sneak
short c_speed
short p_speed

float playerx
float playery
float playerz
float warptimer

set playerx to ( Player->GetPos x )
set playery to ( Player->GetPos y )
set playerz to ( Player->GetPos z )

if ( menumode == 1 )
if ( GetPCSleep == 0 )
return
endif
endif

if ( GetPCSleep == 1 )
set levelup to 1
endif

set p_speed to ( Player->GetSpeed )

;Warp to player - Improves following ability

if ( GetCurrentAiPackage == 3 )
if ( GetWeaponDrawn == 1 )
elseif ( GetSpellReadied == 1 )
return
elseif ( GetDistance Player > 800 )
set warptimer to warptimer + GetSecondsPassed
if ( warptimer > 8 )
set warptimer to 0
SetPos x playerx
SetPos y playery
SetPos z playerz
endif
endif
endif

;Levitation warping

if ( GetEffect, sEffectLevitate == 1 )
if ( GetWeaponDrawn == 1 )
elseif ( GetSpellReadied == 1 )
return
elseif ( GetEffect, sEffectLevitate == 1 )
SetPos z playerz
endif
endif

;Companion will automatically cast levitation or water walking
;whenever the player does, while companion is is follow mode.
;Will dispel waterwalking effect if player stops using same effect.

if ( GetCurrentAIPackage == 3 )
if ( Player->GetEffect, sEffectLevitate == 1 )
if ( GetEffect, sEffectLevitate == 0 )
Cast, "_BAR_merc_levitate", Player
endif
endif
if ( Player->GetEffect, sEffectWaterWalking == 1 )
if ( GetEffect, sEffectWaterWalking == 0 )
Cast, "_BAR_merc_waterwalk", Player
endif
endif
if ( GetEffect, sEffectWaterWalking == 1 )
if ( Player->GetEffect, sEffectWaterWalking == 0 )
Cast, "_BAR_merc_dispel", Player
endif
endif
endif

;Make companion fall with player when player's means of levitation expires
;Based on an original idea by "The Other Felix" and developed by Grumpy.

if ( Player->GetEffect, sEffectLevitate == 0 )
if ( GetEffect, sEffectLevitate == 1 )
SetPos z playerz
endif
endif

;This section causes the companion to automatically sneak or stop
;sneaking whenever the player does.

if ( GetCurrentAiPackage == 3 )
if ( Player->GetPCSneaking == 1 )
ForceSneak
elseif ( Player->GetPCSneaking == 0 )
ClearForceSneak
endif
endif

;Decrease speed to a more reasonable level for wander/wait mode.

if ( GetCurrentAIPackage == 0 )
SetSpeed 40
endif

;Increase speed for follow mode to improve following ability.

if ( GetCurrentAIPackage == 3 )
set c_speed to ( p_speed + 100 )
SetSpeed, c_speed
endif

;Automatic healing code. Mercenary will automatically heal him/herself
;if he/she drops below 50% health, if the mercenary has enough magicka
;to do so.

if ( GetMagicka > 30 ) ;Checks to be sure companion has enough magicka
if ( GetHealthGetRatio <= 0.5)
Cast, "_BAR_MP_healself", Player
endif
endif

;Level-up section. Will execute when mercenary is first hired, and whenever
;the player sleeps.

if ( levelup == 1 )
set c_level to ( Player->GetLevel )

;Set new values for the 6 main character attributes.
;Personality is ignored, as it is useless to an NPC.

set c_strength to (60 + (c_level * 2))
set c_willpower to (50 + (c_level * 1))
set c_intelligence to (30 + (c_level * 1))
set c_agility to (30 + (c_level * 1))
set c_endurance to (50 + (c_level * 1))
set c_luck to (40 + (c_level * 0.5))

;Set new values for relevant skills. Only those skills
;deemed important to the character are affected.

set c_longblade to (40 + (c_level * 1))
set c_axe to (30 + (c_level * 1))
set c_bluntweapon to (30 + (c_level * 1))
set c_mediumarmor to (45 + (c_level * 1.25))
set c_heavyarmor to (40 + (c_level * 1.5))
set c_unarmored to (20 + (c_level * 1))
set c_block to (5 +(c_level * 1))
set c_sneak to (5 + (c_level * 1.25))
set c_athletics to (5 + (c_level *1.25))

;This section enforces the 100-point cap
;for all stats and skills affected by this script.

if ( c_athletics > 100 )
set c_athletics to 100
endif
if ( c_strength > 100 )
set c_strength to 100
endif
if ( c_willpower > 100 )
set c_willpower to 100
endif
if ( c_intelligence > 100 )
set c_strength to 100
endif
if ( c_agility > 100 )
set c_agility to 100
endif
if ( c_endurance > 100 )
set c_endurance to 100
endif
if ( c_luck > 100 )
set c_luck to 100
endif
if ( c_longblade > 100 )
set c_longblade to 100
endif
if ( c_unarmored > 100 )
set c_unarmored to 100
endif
if ( c_block > 100 )
set c_block to 100
endif
if ( c_mediumarmor > 100 )
set c_mediumarmor to 100
endif
if ( c_heavyarmor > 100 )
set c_heavyarmor to 100
endif
if ( c_axe > 100 )
set c_axe to 100
endif
if ( c_bluntweapon > 100 )
set c_bluntweapon to 100
endif
if ( c_sneak > 100 )
set c_sneak to 100
endif

;Set health, magicka, and fatigue.

set c_health to (55 + (c_level * 9))
set c_magicka to (50 + (c_level * 2.25))
set c_fatigue to (150 + (c_level * 11))

SetAthletics, c_athletics
SetStrength, c_strength
SetAgility, c_agility
SetIntelligence, c_intelligence
SetWillpower, c_willpower
SetEndurance, c_endurance
SetLuck, c_luck
SetLongblade, c_longblade
SetUnarmored, c_unarmored
SetBlock, c_block
SetMediumarmor, c_mediumarmor
SetHeavyarmor, c_heavyarmor
SetBluntweapon, c_bluntweapon
SetAxe, c_axe
SetSneak, c_sneak
SetHealth, c_health
SetMagicka, c_magicka
SetFatigue, c_fatigue

set levelup to 0
endif

end



This will provide all the basic functionality you want, including companion share, warping, even a level-up system, and even automatic healing. Note that all the spell IDs would need to be changed based on those that you will have to make and give to the companion in order to use those features. Also, you can change the numbers in the leveling section of the script to suit your personal taste. Feel free to experiment (just don't save while testing).

As for the dialog, that is probably most time-consuming part. I highly recommend that you take a look at the dialog for an existing companion mod, to see how it's done.

Hope this helps.

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Latest Release: Mercenary Pack Add-On 2: Guards

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DarkOneVenzar
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Reged: 11/04/03
Posts: 2774
Loc: Realm of Darkness
Re: Making A Companion. How? [Re: baratheon79]
      #2936934 - 08/16/04 05:17 PM

Thanks. Other then the spell name (ID) is there anything else there I need to change? The level up values look ok but the Current lvl * x might raise the skills a bit much won't it? I mean if the mercenary is level 20 and they lvl up won't that add 10 to their attributes causing them to become very powerful quickly?

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baratheon79
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Reged: 05/25/03
Posts: 853
Loc: NY, USA
Re: Making A Companion. How? [Re: DarkOneVenzar]
      #2938413 - 08/17/04 12:15 AM

It depends on the number you multiply the c_level variable by. In the case of that particular script, stats won't start to max until around level 20. Actually to be completely honest, in some instances the melee characters using this script can be a bit underpowered.

And yes, the spell IDs are really all you absolutely need to change. If they don't the IDs of the spells you give to the NPC, you'll end up with a bunch of errors. The names of all those variables are pretty much the same in all my mods, but they don't conflict, because of the scripts being local.

Oh, and one more thing I should mention, with regard to variables. You could have a problem if you use alot of variables. If you need more variables, for example to control more of the character's stats in the leveling portion of the script, the 34th variable you declare needs to be a dummy variable. In other words, it has to be something you won't use in the script.

For example, from the main script for my newly released Companion Arya:
Code:
short Companion
short c_levelup
short AIPackage

float playerx
float playery
float playerz
float warptimer

float mhealth
float chealth
float P_mhealth
float P_chealth
float p_speed
float c_speed

short c_level
short c_athletics
short c_strength
short c_willpower
short c_intelligence
short c_agility
short c_endurance
short c_luck
short c_health
short c_magicka
short c_fatigue

short c_shortblade
short c_unarmored
short c_block
short c_restoration
short c_spear
short c_lightarmor
short c_marksman
short c_security
short c_sneak
short DoNotUse
short c_mediumarmor
short c_heavyarmor
short c_longblade

float dispel_timer

short NoLore


Note that the 34th variable is named DoNotUse. This variable is not used anywhere in the script, but it has to be there, in order for the thing to work properly. Otherwise, the game will basically disregard a variable that is supposed to be used.

--------------------
My Morrowind Mods site and forums

Latest Release: Mercenary Pack Add-On 2: Guards

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DarkOneVenzar
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Reged: 11/04/03
Posts: 2774
Loc: Realm of Darkness
Re: Making A Companion. How? [Re: baratheon79]
      #2938432 - 08/17/04 12:23 AM

I think I am going to leave that as it is and just change the multipliers for the skills. Maybe to 2. Or does the game recognize 1.75? I already have ideas for my spell names so no worries there.

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baratheon79
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Posts: 853
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Re: Making A Companion. How? [Re: DarkOneVenzar]
      #2938460 - 08/17/04 12:36 AM

1.75 should be fine, I imagine. Best bet is to experiment with it using several different saves at various points of the game. The basic idea is for the companion to be tough enough so you don't have to be constantly watching his/her health, but not so tough that he/she can wipe out everything in Dagoth Ur's fortress while you stand back and watch without lifting a finger.

--------------------
My Morrowind Mods site and forums

Latest Release: Mercenary Pack Add-On 2: Guards

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DarkOneVenzar
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Reged: 11/04/03
Posts: 2774
Loc: Realm of Darkness
Re: Making A Companion. How? [Re: baratheon79]
      #2938470 - 08/17/04 12:41 AM

Well for now that is not the case the one I have has been killed before mainly because it got in my way and got killed. I only have one save right now, and I am just trying to get my guy powerful enough as it is right now. So I want it to be able to defend me if needbe but not take all the kills.

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Zappara
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Reged: 08/15/03
Posts: 272
Loc: Lost Dwemer city
Re: Making A Companion. How? [Re: DarkOneVenzar]
      #2939840 - 08/17/04 12:14 PM

There's a mistake in the script:

Code:
 if ( c_intelligence > 100 )
set c_strength to 100
endif


I had that mercenary pack installed (v3.5) when I started to make my own companions and when I checked its scripts in the editor I found other similar bugs as mentioned above.

I changed the companion's healing code so that they can use health potions if player have given those potions to them:

Code:
if ( GetHealthGetRatio <= 0.5)
if ( GetEffect, sEffectRestoreHealth == 0 )
if ( GetMagicka > 30 ) ;Checks to be sure companion has enough magicka
Cast, "_zap_guard_healself", Player
elseif ( GetItemCount "p_restore_health_b" => 1 )
Equip "p_restore_health_b"
Playsound "Drink"
elseif ( GetItemCount "p_restore_health_c" => 1 )
Equip "p_restore_health_c"
Playsound "Drink"
elseif ( GetItemCount "p_restore_health_s" => 1 )
Equip "p_restore_health_s"
Playsound "Drink"
elseif ( GetItemCount "p_restore_health_q" => 1 )
Equip "p_restore_health_q"
Playsound "Drink"
elseif ( GetItemCount "p_restore_health_e" => 1 )
Equip "p_restore_health_e"
Playsound "Drink"
endif
endif
endif



--------------------
[WIP] Tombs Expanded
Disturb the Dead 3.31
Isle of Thumzand: Nerevarine's Castle 0.9beta
+ other mods
My Morrowind plugin pages

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DarkOneVenzar
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Reged: 11/04/03
Posts: 2774
Loc: Realm of Darkness
Re: Making A Companion. How? [Re: Zappara]
      #2939915 - 08/17/04 12:40 PM

Zappara what is the error there? Also where do I put the script for using the healing potions? Where would it go in the above mention full script?

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Zappara
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Reged: 08/15/03
Posts: 272
Loc: Lost Dwemer city
Re: Making A Companion. How? [Re: Zappara]
      #2940042 - 08/17/04 01:28 PM

Quote:

There's a mistake in the script:

Code:
 if ( c_intelligence > 100 )
set c_strength to 100
endif






There should read: set c_intelligence to 100

Replace this:
Quote:


Code:

if ( GetMagicka > 30 ) ;Checks to be sure companion has enough magicka
if ( GetHealthGetRatio <= 0.5)
Cast, "_BAR_MP_healself", Player
endif
endif




with the healing script code I provided in the earlier message. Remember to change my spell ID to your own spell ID.

--------------------
[WIP] Tombs Expanded
Disturb the Dead 3.31
Isle of Thumzand: Nerevarine's Castle 0.9beta
+ other mods
My Morrowind plugin pages

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