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Companion Wheel stuff

General discussion of Tale of Two Wastelands
Krux
Posts: 122
Joined: Mon Nov 12, 2012 6:48 am

Companion Wheel stuff

Post by Krux » Wed Nov 28, 2012 2:38 am

so obviously fo3 wasn't designed for the companion wheel and we already know it comes up for those quest-only companions and such.


should we expect to see fixes for the companion wheel in the future that allow it to function accordingly? or is all that going to be skipped and remove the wheel entirely?


would be nice to keep it in and adjust it appropriately, prlly not soon but.. just wondering about dev thoughts on that


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JaxFirehart
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I think it works fine as is,

Post by JaxFirehart » Wed Nov 28, 2012 3:18 am

I think it works fine as is, do you think we should disable it for quest followers?


I'm not even sure how we would go about that, but its something to consider at least.



Krux
Posts: 122
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well, bare in mind no part of

Post by Krux » Wed Nov 28, 2012 6:55 am

well, bare in mind no part of the wheel functions other than 'talk'.


idk if even through dialog that you can go into a lot of these quest followers' inventories.


i guess it's possible to change that so you can use the wheel but it sounds like a lot more work, if it's something you think you would do down the line, that would be cool because there would be a good, consistent flow of functionality between the 2 wastelands. but if it's too much to deal with, disable it if you have to. kinda weird getting the wheel come up and it not do anything.


obviously this isn't high-priority, just thinking ahead.


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JaxFirehart
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Are there any quest related

Post by JaxFirehart » Wed Nov 28, 2012 3:44 pm

Are there any quest related followers in FNV? Off the top of my head, I can't think of any. If someone can point me to one, I can analyze how they accounted for the wheel in FNV.



Krux
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well.. i guess Rose depending

Post by Krux » Wed Nov 28, 2012 5:46 pm

well.. i guess Rose depending on how you do the quests, she'll temporarily follow you to the VanGraff's but.. i think that works differently. come to think of it, they may have avoiding doing that entirely.


basically a temporary follower would have to be someone who dismisses themselves. NOT dying to end following (ex: Rose), and NOT being dismissed by you.


i'll look more into that, they may just have avoided that completely because they can't dismiss themselves with this new companion wheel. maybe.


 


Edit: AH!  Deputy Beagle


and there's that NCR guy from vault 11 i think it is? the 1 with the raiders, you save him.


the bodyguard, Orris from the kings quest wouldn't count cuz u follow him, he has a stop distance but i dnt think that counts. (he won't run a certain distance from you)


i think if you go along with the tutorial, sunny smiles follows you at some point for a bit.


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thermador
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There are many temporary

Post by thermador » Wed Nov 28, 2012 6:58 pm

There are many temporary followers in FNV:


http://fallout.wikia.com/wiki/Fallout:_New_Vegas_companions#Temporary_followers



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rickerhk
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An NPC can have a follow

Post by rickerhk » Thu Nov 29, 2012 4:28 am

An NPC can have a follow package without being set as a teammate, and there will be no wheel. For quests and such, there will be no issue as long as your factions are set up properly. For full followers, though, you want them set as PlayerTeammate (which always gives the wheel).

If most of the wheel is non-functional, you can bypass it by using a dialog script package for the GREETING topic in their OnActivate block if you want.



JaxFirehart
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You know, you don't post

Post by JaxFirehart » Thu Nov 29, 2012 4:47 am

You know, you don't post often, but its ALWAYS useful. Thanks for the insight.



Krux
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Yay! sounds like a sweet

Post by Krux » Thu Nov 29, 2012 7:04 am

Yay! sounds like a sweet update underway! =D


(1.5'ish maybe?)


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bigcrazewolf
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Just have to say, I love

Post by bigcrazewolf » Fri Nov 30, 2012 2:08 am

Just have to say, I love having the wheel for FO3 companions.


 


 


 




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