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Follower Home Marker - TTW

General mod discussion and requests.
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EyeDeck
Posts: 30
Joined: Mon Dec 29, 2014 8:44 pm

Since nobody else has, I have

Post by EyeDeck » Tue Jan 13, 2015 8:22 am

Since nobody else has, I have created a version of Follower Home Marker for TTW. Full credit goes to pintocat for the NV portion of the mod this is based off, and also for outlining essentially everything that needs done to make a TTW-compatible version.


- Adds additional firing dialogue to all Capital Wasteland companions.

- Adds a second marker independent of the one for NV companions. It is set in exactly the same way as the NV one, except you have the option of setting it to Megaton or your Tenpenny suite provided you have access to them.

- Adds message boxes upon firing companions where appropriate, e.g. Charon has gone to your Megaton home.

- Carries over TTWFixes changes where appropriate


I did, unfortunately, have to edit the base forms of each companion to give them a necessary AI package. If you have any other mods that edit FO3 companions, I strongly recommend creating a merged patch to sort it out. Make sure the extra AI package gets carried over.


One last note, I must admit that I have not fully tested every companion, though I have no reason to believe anything isn't working as it should. If anyone finds a bug, let me know. I also apologize if I have put this in the wrong place.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

http://www.gribbleshnibit.com

Post by JaxFirehart » Tue Jan 13, 2015 1:42 pm

http://www.gribbleshnibit.com/projects/NVSEDocs/#AddPackageAt


So you  can avoid the baseform edits.



User avatar
EyeDeck
Posts: 30
Joined: Mon Dec 29, 2014 8:44 pm

Oh, excellent. I did briefly

Post by EyeDeck » Tue Jan 13, 2015 9:46 pm

Oh, excellent. I did briefly look for a function that would do that, but evidently I never happened upon that one.


Here's a version that doesn't edit companion base forms.



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