I've made, trashed, and made from scratch several times now, a TTW version of Follower Home Marker.
I just can't decide on the best way to make it from a compatibility standpoint.
Here's the situation in vanilla TTW:
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FNV followers each have 2 fire options (their own home, and Lucky 38 once you have the suite). So they each have 2 dialog options. One points to an AI package to be fired to their own home marker, and the other points to firing to a Lucky38 marker that they all share. -
DC followers only have 1 fire option (their own home), and in some cases the package is not actually for a marker (Jericho's AI package for Megaton destroyed is relative to a chair), while in Butch's case, he sandboxes relative to the MuddyRudderMarker which is used by many other things.
The FNV ones are all no problem; I can just hijack either their own, or the lucky38 marker, because they all have their own unique home marker unused by other things. Current FNV only version edits the lucky38 fire packages to point to my own marker (I did that so that if any other mods used the lucky38 marker they'd be unaffected).
The DC followers, I have a few options:
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Change their only existing fired AI package to point to a unique marker that can be moved. This is very problematic since the P04CompanionFireQuest (and the DLC fire scripts) reference their current package locations so these scripts would also need to be changed. (On a side note, why not change all the DLC-fire scripts to just StartQuest P04CompanionFireQuest? Then it's just once script to manage all mass-fire mechanisms instead of messing with all the ones sprinkled through all the DLCs) -
Add a new, second fired AI package for them that references a unique marker I can safely move, so they are more like FNV followers, where they have their own home, but they can alternately be fired to a Player home. This also makes it more analogous to the FNV companions, where the Companion Fire terminal's P04CompanionFireQuest fires them to their own homes. So their own home marker for both wastelands are untouched and my mod only edits the player home marker. This makes the most sense to me, and is the way my current version is doing it. However, adding an AI package requires editing the base form for each companion, so no other mod can edit them.
I am probably going to go with 2. But I wonder about several things for TTW itself:
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If the idea is for TTW to be more like fnv, can a second fired ai package be included for a player home (Tenpenny/Megaton)? So I'm not forced to edit either the actors base forms, or the mass-fire scripts. -
And for the sake of simplicity and maintainability, why not change all the mass-firings to just trigger the companion fire quest? -
And finally, will/should TTW include a companion fire terminal in DC (like in Megaton and Tenpenny)?
I'll do my mod either way, but if it can be made more compatible or even integrated (especially since in my opinion part of the functionality additions to TTW fit the design philosophy of being more like FNV), then I'm asking :)
Thoughts? Questions? Comments? Pithy aphorisms? Personal anecdotes?
