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thermador
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Amata Follower ported to TTW

This is just Lawlder's mod, "Follower Amata" ported to work with TTW.  All credit goes to him for the original work.

Mostly, this is just a basic conversion, and then modification of a few scripts to disable FNV's automatic companion wheel.  Lawlder went through all of the hard work, making Amata fully voiced as a companion, etc.

For instructions on how to get Amata as a follower, go to the Nexus page.  I have tested this conversion through the character generation and it works fine.

THIS MOD SHOULD BE VIEWED AS A "DEMO" - THERE ARE STILL SOME ISSUES - particularly, Amata doesn't seem to like to be fired.  If anyone else wants to continue work on porting this mod, please feel free.

 


Download:


 

File Attachments: 

TTW Version Compatibility: 

v2.1
v2.2
v2.4

Rating: 

0
Your rating: None
4.714285
Average: 4.7 (7 votes)
Edited by: thermador on 06/09/2014 - 07:51
Metal_Izanagi
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This seems to have the same

This seems to have the same problem as your port of the Lucy West companion, where the follower will teleport to you whenever you enter a new area, even if you've set her to wait/fired her.

 

I looked into the plugin, and I think I found the cause of the "teleporting" thing, even when they should be waiting/fired. In the AI Package for "AmataFollowDEFAULT" I believe it's called, there is only one Condition, for "HasBeenHired". The "AmataFollowLONG" and "AmataFollowWAIT" Packages have two conditions; one for HasBeenHired, and above that, one for the specific Package's script Variable. 

Example(I probably got some of the names wrong here, but the idea should come across all the same:

AmataFollowLONG's Conditions are:

FollowLONG == 1 AND

HasBeenHired == 1 AND

AmataFollowWAIT's Conditions are:

WAIT == 1 AND

HasBeenHired == 1 AND

AmataFollowDEFAULT's Conditions are:

HasBeenHired == 1 AND

 

There's no FollowDEFAULT Condition set for the default Package, so it's always active, so long as she's been hired, meaning she'll keep following the player around, even if you don't want her to. I believe the solution here is to just add another Condition, above HasBeenHired == 1 AND, that condition being FollowDEFAULT, or similar. Basically, to make it so that they all match up. I've already made this change in the version that I downloaded, and I'd be more than happy to share it with you, thermador. Would save you the time of going into the GECK to change it, at least.

madderoftime
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Same issue here - I tried to

Same issue here - I tried to remove her form my game and now have her stuck as my follower and she's in vault 101 where I can't even get to her. Doesn't dismiss correctly or wait correctly. :(

She actually has a terrible attitude too! - Prolly something that can't be fixed. :D

thermador
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Sorry guys, I had no problem

Sorry guys, I had no problem dismissing her in my testing, but I didn't test it super thoroughly either.  I will see what I can figure out.

Edit: OK, a fixed version is attached.  Thanks for the help, I am not very good with packages and that made the fix super easy.

thermador
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madderoftime wrote:

madderoftime wrote:

She actually has a terrible attitude too! - Prolly something that can't be fixed. :D

I think her attitude is supposed to get better if you do some quests that are included in the mod.  The mod is actually pretty complex, and you can read the details here.  But yeah, she's kinda bitchy :-)

thermador
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Hmm, I just tested this again

Hmm, I just tested this again yesterday and she still won't wait properly - she will wait around OK, but then teleport to the player on a cell change.  Need some help if anyone can give it...

JaxFirehart
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I will try to look into it

I will try to look into it during lunch. We fixed this with Clover, but I don't remember exactly how, I think it was a conditional problem.

JaxFirehart
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All I can see is that her

All I can see is that her Wait package is set to "Sandbox" and EVERY other vanilla follower is set to "Guard" compare her Wait package to Boone's for example. Other than that, I can see no reason why she would be having these problems.

rickerhk
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Some things have changed the

Some things have changed the way followers are supported in New Vegas as opposed to Fallout 3. Everyone knows about the wheel and you get it automatically when an actor is set to playerteammate. But there are some other things added that are hardwired into the game, and these have to do with these variables that are on an actor's object script:

; New Vegas / Wheel variables
short    waiting
short CombatStyleRanged
short CombatStyleMelee
short IsFollowingDefault
short IsFollowingShort
short IsFollowingLong
short FollowerSwitchAggressive

I call them wheel variables, but for New Vegas vanilla followers they have three functions:
1. Used as package variables (this is optional and doesn't have any influence on the next two functions)
2. Used as flags for the wheel to display the correct icons and to run the correct result scripts in the wheel topics.
3. Used as flags by the game engine to control aspects of AI and for 'waiting'.

The game engine doesn't care what the AI package is. If the'waiting' variable on the NPC script is zero, a playerteammate will get teleported with the player.

I looked at this mod the other day and it looked ok, but I Just looked at it again and noticed something. There's another copy of these variables in the quest script!. That's ok for AI packages but the NPC variable AmataREF.waiting needs to be set also for any time you want her to not be teleported.

I found out the hard way the other day that these NPC variables should also be kept in sync with whatever SetCombatSyle command you use:

short CombatStyleRanged
short CombatStyleMelee


 

JaxFirehart
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And RHK swoops in and

And RHK swoops in and dispenses some righteous knowledge on the ignorant masses!

Thanks RickerHK!

thermador
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RickerHK, THANK YOU!  I have

RickerHK, THANK YOU!  I have uploaded a fixed version, tested and working.  I added those variables to the object (NPC) scripts for each instance of Amata (the one from CG04 and the one from MS16), and then added the appropriate lines to the results scripts of the wait/follow dialogue infos.

That is:

set FollowerAmata.Waiting to 1
evp

becomes

set FollowerAmata.Waiting to 1
set CG04AmataREF.Waiting to 1
set AmataREF.Waiting to 1
evp

rickerhk
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Glad to help :)

Glad to help :)

I estimate that in my own Brisa Almodovar mod I had to add set RHKBrisaREF.Waiting to X about 85 times!

 

vitalka29
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Hello

Hello

i have issue with "Trouble on the Homefront", don't know  if it is TTW bug or it's mod bug. Well my problem first of all was finding amata, because mod didn't spawn her so i used  console to spawn her, i spawned her and had conversation about leaving Vault 101. She accepted my request and i went to overseer to have a little chat with him. I convinced him to  open Vault and end this chaos.

So main problem is when he resigns to be overseer and tells me that he will talk
with amata but he just standing in his office and do nothing (in vanila he runs straight to her to talk). As my task is to talk with amata about "What happens now?", she only have 3 things to talk about:

1. About security
2. What heppened that night
3. Bye

When i passing through she tells me that i did it, that all we are free.

Please help me.

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You need to spawn another

You need to spawn another Amata. The one from MS16 Quest (Trouble on the Homefront).

vitalka29
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I used MS16 quest amata, id

I used MS16 quest amata, id xx02549E. As far as i can say problem is with overseer or with amata.

May i ask, did you encounter any problems completing this quest using this mod?

thermador
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Uploaded a new version that

Uploaded a new version that should finally let you fire her

Draconis Blackwater
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uses the caravan pack 

uses the caravan pack 

thermador
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Thanks for the tip.  I

Thanks for the tip.  I uploaded an updated version.

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I was wondering if there's a

I was wondering if there's a way to switch Amata over to a custom race. I tried changing her to a custom race with GECK, but now the game just crashes when I try to load a save. I'm guessing I'd have to make the FO3, and Tale of Two Wastelands esm's into esp's before I attempt this, but I remember reading about how trying to turn the FO3 esm into an esp was very likely to cause huge problems. Does anyone know how I can change her race safely?

thermador
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The amata mod uses several

The amata mod uses several different amata NPC's and a "template" system. You need to load the mod, go to the object window, click on NPC and then filter (using the search box at the top) by "amata".  Then you'll see what I mean.  So you have to change the race for all of them. 

Also, if your custom race is in an esp/esm file you will need to make the amata.esp load the customrace.esp/esm as a master too.  Andthere's probably a lot more to it than that - I'm just speculating, having never done this myself.

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Thank you for the suggestions

Thank you for the suggestions. I will try this. =)

Edit:

Thank you again, Thermador. Your suggestion worked perfectly. I do have one more small question. I would like to remove Amata's pipboy, but I'm not having any luck with it. I tried removing it from the inventories of all the Amata's found in the NPC category, but she's still wearing one in game. Does anyone know how to remove pipboys for npc's?

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I never tried removing pipboy

I never tried removing pipboy or anything from NPC's but I remember reading somewhere that there is the pipboy PC item and a pipboy NPC item and also a pipboy glove (which is the one we see attached to the arm) so maybe you removed the item but she still has the glove equipped or something...

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Auslander66 wrote:

Auslander66 wrote:

 

Thank you for the suggestions. I will try this. =)

Edit:

Thank you again, Thermador. Your suggestion worked perfectly. I do have one more small question. I would like to remove Amata's pipboy, but I'm not having any luck with it. I tried removing it from the inventories of all the Amata's found in the NPC category, but she's still wearing one in game. Does anyone know how to remove pipboys for npc's?

Wasn't their a no pipboy mod on nexus?  if so maybe you could check its settings, and see if that helps give you an idea of where to start.  I am sure it was primarily for the PC,  but it might have clues that would help for the companions as well.

Et. Al
Gamer, part time tech, part time mentor, full time screw up

thermador
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Open the console, click on

Save you game before doing this.  Then:

Open the console, click on the NPC, type "showinventory" in the console.  Press enter.  It will output a list of the items in the NPC's inventory.  One will be a pipboy.

Then type "removeitem xxxxxx 1" replacing the xxxxxx with the ID# of the item you want to remove.

mudora
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One question!. Are there

One question!. Are there plans to expand the mod a little?. I just found the main modder is missing for a while, probably life is keeping him busy.  Sometimes, i'm trying add new basic packages. Maybe someone with better experience could take it and expand it for TTW. :D

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vitalka29 wrote:

vitalka29 wrote:

 

I used MS16 quest amata, id xx02549E. As far as i can say problem is with overseer or with amata.

May i ask, did you encounter any problems completing this quest using this mod?

I can tell you now, that I experienced exactly the same problem when using this mod......

In fact, after finished the water of life quest, I am waiting outside vault 101 for 40 days and still no distress signal (probably a vanilla glitch). I have to use console command to start the quest (but the vault won't open) and have to use another console command (movetoqt) to get inside.

And you know what, there is no Amata in the clinic and the overseer won;t talk to the spawned Amata ......

P.S. In reality, that is kind of make sense as I am taking Amata as companion when I left the vault, of coz there is no Amata in vault 101 when I revisit the place......and after using the console command, now I have two Amata(s) bitching me ..............

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Thanks for the convert of

Thanks for the convert of this mod but a problem Im having is that whenever we get into a battle after it is over she attacks my other followers, which are Brisa and Lucy. So until she beats them or they beat her they wont stop. If Amata is knocked out then she stops attacking them or vice a versa. I tried putting Lucy in player faction but then she just stops working. Also tried follower faction and they stoped working then too. So not sure what to do.

rockitten
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eman17j wrote:

eman17j wrote:

 

Thanks for the convert of this mod but a problem Im having is that whenever we get into a battle after it is over she attacks my other followers, which are Brisa and Lucy. So until she beats them or they beat her they wont stop. If Amata is knocked out then she stops attacking them or vice a versa. I tried putting Lucy in player faction but then she just stops working. Also tried follower faction and they stoped working then too. So not sure what to do.

That issue is from a faction glitch in Brisa mod. Check the discussion there and you may fix it.

By the way, after more testing, seems the "trouble in home front"'s overseer glitch is regarding to Amata's positioning: No matter where she goes (as my companion), my pipboy map (or, movetoqt console command) still says she is in the clinic........

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If its a faction glitch in

If its a faction glitch in the Brisa mod why does she also attack Lucy she isnt in Brisa's faction

rockitten
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eman17j wrote:

eman17j wrote:

 

If its a faction glitch in the Brisa mod why does she also attack Lucy she isnt in Brisa's faction

Found the problem: The "new" Amata (the one for trouble in home front") has a faction issue, just use console command addtofaction 1B2A4 0 will do

graverobber2
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Does anyone have the quest ID

Does anyone have the quest ID's and stages for this?
Amata doesn't seem to register vault 108.

Never mind, spoke too soon.

Thanks for the port

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I've downloaded the newest

I've downloaded the newest version but I'm still getting Amata following me around after I fire her. Any ideas?

 

 

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Dismissed her, but every time
Dismissed her, but every time I'd enter a new cell she would be there then start to wander off. Then uninstalled the mod, but now I have a permanent location of her on my map. Any fixes?
thermador
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I have updated the first post

I have updated the first post in this thread.  Apparently this mod still needs some work.  It is a pretty complex one, and due to changes in the way NV works vs. FO3, the "always following you" bug does seem to occur.  I will see if I can fix it but it's not easy.

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Is there a non complicated

Is there a non complicated variation that just makes amata a companion without any extra quests or whatever? I'd like to have her as a companion for my character when they return to DC and start doing Fo3 stuff.

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Is there a version that

Is there a version that includes a companion wheel at all? As lovely as it is to speak with Amata, I'd much prefer the option to boss her about with ease, unless of course, that causes complications or bugs. :P

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I found workaround to stop

I found workaround to stop her from teleporting to you after she's fired, figured I'd post it incase it can help anybody.

If you select her in the console and type "setplayerteammate 0" she seems to stop shadowing you. It's worked every time I've tried it so I hope it helps.

The weird thing is that firing her should already do this, at least as far as I could tell looking through the GECK.

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Amata seemed to have vanished

Amata seemed to have vanished and I can't even use console you get to her. Help?

GreagortheWaste...
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Hate to sound dumb, but does

Hate to sound dumb, but does this mod go in the fallout NV data folder or the TTW folder?

 

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TTW is a mod for FalloutNV,

TTW is a mod for FalloutNV, all mods for FalloutNV go in the FalloutNV data folder. The only reason we even make a TTW folder is to not clutter up your data folder with garbage.

Hope that helps.

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I don't remember if I got the

I don't remember if I got the mod here or converted Amata Companion myself, but I store all my followers with the sandbox wait command in my swanky megaton bungalo.  Only Sydney does this teleport bug (but I may recall having her stay put at some point).  I also haven't commanded my followers to follow after picking TTW back up in a year, but my experience may confirm some truths about RickerHK's waiting script revelation.

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Teleporting happens because
Teleporting happens because of SetPlayerTeammate 1 , their script must have a Waiting variable or they will continue to teleport.

ilsingr
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Is this mod compatible with

Is this mod compatible with the current version of TTW?

Nothing is true, Anything is permitted

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I've been using it on TTW

I've been using it on TTW since day one, works well enough, there's just no companion wheel.

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I find it best to use JiPs'

I find it best to use JiPs' Companion Command and Control with Amata. Force recruit her just after her interrogation scene when she's sitting in her room with her head in her hands, and when she appears after you've opened the vault door, persuade her to follow you with the speech check. CCC is great for bossing her around, she waits where she's told to wait, comes when called (even more so with Sexout mod, lol)

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Hey, no idea if this thread

Hey, no idea if this thread is still active but my Amata completely vanished from the game. This happens every time I use this conversion, any help would be great!

If someone can help me, please email me at bigdawg146266@gmail.com!

Thank you and have a nice day!

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Does anyone know how to fix

Does anyone know how to fix this I have asked around and read everything I could find but so far nobodys suggestions have made any difference.

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Carter wrote:

Carter wrote:

 

Does anyone know how to fix this I have asked around and read everything I could find but so far nobodys suggestions have made any difference.

I think theres a bounty up for grabs for anyone who wants to do a new conversion of this mod. I've never managed to get this version to work so I'm hoping someone takes up the challenge. :)

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Roy said he wanted to but

Roy said he wanted to but could not get permission because the original author went mia. So I was hoping someone knew what line to put where in her scripts so I could make a working version for myself until roy or someone can fix her.

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I found out something this

I found out something this time. If you hire amata after the trouble on the homefront quest she acts completely different when fired. she talks to you immediately after being fired and and acts as if she has been asked to wait rather than be fired. and when you tell her nothing just passing through she always replies like she has been asked to wait. I think that may have something to do with why she cannot be fired when recruited her from either methods.

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This mod Didn't work all that

This mod Didn't work all that well in Fallout 3, You could hire Amata as you were leaving Vault 101 for the first time, and not always hire her after "Trouble on The Home Front" The Waiting has Always been an Issue, the original mod, even if you fired her, she'd show up when you fast traveled. The script has always been messed up. Maybe someone should try a fresh redo of this Mod to work with TWW.  The same pretty much goes for the Lucy West Mod.

 

I've been trying to get in touch with ChromeHampster about moving his Clover Perfected Mod over to TWW.  It's not always easy to get in touch with an original mod author, so I know the pain.

 

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