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Follower Home Marker - TTW

General mod discussion and requests.
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pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

Follower Home Marker - TTW

Post by pintocat » Wed Mar 19, 2014 12:33 am

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:




  • 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:




  1. 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)


  2. 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:




  1. 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.


  2. And for the sake of simplicity and maintainability, why not change all the mass-firings to just trigger the companion fire quest?


  3. 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? 



rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

Well..... as there are so

Post by rockitten » Wed Mar 19, 2014 3:16 am

Well..... as there are so many "player's home" mods available, may be we should be allowed to "assign" the home references for all companions by ourselves as well........



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pintocat
Posts: 576
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Thats's what this mod is for.

Post by pintocat » Wed Mar 19, 2014 3:25 am

Thats's what this mod is for... to tell companions where to go when fired.

This topic was more about the technical aspects

NILLOC 916
Posts: 341
Joined: Thu Aug 01, 2013 4:21 am

that seems like it'd be more

Post by NILLOC 916 » Wed Mar 19, 2014 5:39 pm

that seems like it'd be more complicated than needed.


Cocaine is a hell of a drug.
- Rick James.

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RoyBatty
Gary
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Location: Vault 108

JIP CC&C has this function

Post by RoyBatty » Fri May 23, 2014 10:47 pm

JIP CC&C has this function now and is also compatible with TTW.


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Pokepunch
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Does it? How do you do it?

Post by Pokepunch » Fri May 23, 2014 11:04 pm

Does it? How do you do it?



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RoyBatty
Gary
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There's an option in the MCM

Post by RoyBatty » Sun May 25, 2014 12:04 am

There's an option in the MCM menu last I looked.


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BlkRobedMage
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Joined: Wed May 28, 2014 5:08 pm

I used this for FNV and would

Post by BlkRobedMage » Sat May 31, 2014 5:14 pm

I used this for FNV and would love to see it in TTW. Great work, Pintocat.


"Why don't you sit down and Derp awhile."

nightstalker117313
Posts: 50
Joined: Sat Nov 30, 2013 11:12 pm

http://www.nexusmods.com

Post by nightstalker117313 » Mon Jun 16, 2014 12:51 am

http://www.nexusmods.com/fallout3/mods/11275/?


maybe see how they did it here for FO3 companions?



korodic
Posts: 29
Joined: Tue Oct 02, 2012 3:26 am

couldn't you just edit their

Post by korodic » Fri Jun 20, 2014 5:27 pm

couldn't you just edit their go home package to be a marker directly then? Or make another package and remove their old one (to avoid direct conflicts - if that's possible, havent looked myself). Because really if you can set where there home is then who cares if it overrides some other author's work?



I wouldnt do the lucky 38, I'd change their original home and steal that line of dialog to do my bidding.



The terminal idea is great in case they are stuck/lost.



With the package using your own locations. It should be as simple as moving their home marker to where you're currently standing them.



I also have a great interest in this as I'm making a home mod for my upcoming play through. If you ever feel like chatting maybe I can help/discuss. steam  = lxi jd lxi



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