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thermador
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Sydney Follower ported to TTW

This is a working port of drg6520's Sydney Follower mod, originally for Fallout 3.   Senterpat did the original port (here) but none of the dialogue worked.  Envisimo clued me in on the missing folder names, and I looked them up in the GECK and fixed them.  Then I fixed the companion wheel and a few other compatibility issues.

So far, everything seems to work as described on the FO3 Nexus Page, but I have not tried 100% of the features (there are a lot).

THIS MOD SHOULD BE VIEWED AS A "DEMO" - THERE ARE STILL SOME ISSUES - particularly, Sydney doesn't seem to like to be fired, and some of the advanced features - the "gift giving" and "radio" scripts - aren't working.  If anyone else wants to continue work on porting this mod, please feel free.

 


INSTALLATION


Simply download the main file below and install it with FOMM, NMM or install manually.

Load order:

  • All of Fallout New Vegas, Fallout 3, and TaleOfTwoWastelands .esm files.
  • Lings.esm (if you are using it)
  • Sydney Follower.esp (actually a master file)
  • All your other .esm and .esp files
  • Sydney Follower - Load Order Fix.esp (should be near the end or at the end)
  • JHBSydneyUpdate.esp (if you are using one of the appearance packs)

 


SYDNEY'S APPEARANCE:


Regarding Sydney's appearance, the Sydney Follower mod will use the default look (picture).

If you want to change her appearance, you can do it manually, or if you have Lings for TTW installed, then you can use one of the attached appearance packs created by Chrome Hamster (details here).  Choose only ONE of the appearance packs, obviously.

Chrome Hamster's updates look like this (left to right: "Erika", "Reyna", "Vaill").  These three packs also support the Sydney Follower mod's built-in hairchanging scripts.

 


CREDITS:


drg6520 for the Sydney Follower Mod: All credit for this work goes to drg6520, the original creator.  If you like this mod, download it and endorse it on Nexus

Chrome Hamster for the appearance packs.  If you like these mods, download them and endorse them on Nexus.

Senterpat and Envisimo for help with the conversion work.

 


DOWNLOAD:


 

File Attachments: 

TTW Version Compatibility: 

v2.0
v2.1
v2.2
v2.4

Rating: 

0
Your rating: None
4.666665
Average: 4.7 (3 votes)
Edited by: thermador on 06/09/2014 - 07:51
magnumspec
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Good!

Good!

What about companion wheel and waiting problem*?

* When you tell an F3-mod follower to wait and then go to another cell - he/she will teleport there too.

thermador
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I remembered the companion

I remembered the companion wheel right after I posted this lol.  I will take a look this weekend and see if I can get the wheel working and/or disable it.

thermador
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I've updated this mod so that

I've updated this mod so that there is no companion wheel now.  At first I wanted to add the companion wheel, but because of the design of this mod, I would have had to move a ton of dialogue lines (infos) to different topics in the GECK, and then find all of those audo files and lip synch files and rename them.

So I searched for a way to remove the companion wheel entirely, since that's how this mod was designed.  I stumbled on this post which had some interesting ideas, but most of them didn't work.  Luckily, one of them does.

So, I put this in Sydney's script (MS15SydneyScript) at the top of the script:

short TeammateSwapped

begin ONACTIVATE     
if isactionref player         
  set TeammateSwapped to 1         
  SetPlayerTeammate 0         
  ACTIVATE     
else         
  ACTIVATE     
endif
END

begin GAMEMODE   
if teammateswapped == 1
  set TeammateSwapped to 0     
  SetPlayerTeammate 1   
endif
END

And then on the dialogue lines where you access her inventory, I added a line so it reads:

MS15SydneyRef.SetPlayerTeammate 1
OpenTeammateContainer

So that she's a teammate again before you access her container, and not a vendor.  Very clever stuff.

magnumspec
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Hmm, very well!

Hmm, very well!

But i think there was an easier way to enable companion wheel options: you could use FNVEdit to move dialogue lines into new topics without renaming anything. I can explain more concretely if you're interested in it. :)

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Cool thanks

Cool thanks

nyaalich
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thermador, is there a fairly

thermador, is there a fairly easy way for you to explain how you corrected the paths for the voice/lip files?  I'm running Charon Improved, and some of the dialogue isn't working for that as well.  From what I can tell, the paths in the GECK are correct.

thermador
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Sometimes the voice types in

Sometimes the voice types in TTW have different names than in fallout 3.  So a in TTW Charon uses "MaleGenericGhoulDC" for the voice type.  So you need to change the folder for that name from "MaleGenericGhoul"

For example, in the Charon Improved mod, there is a folder: sound\Voice\CharonImproved.esp\

and then a bunch of subfolders with voice types.  The only one that needs to change is:

MaleGenericGhoul -> MaleGenericGhoulDC

 

nyaalich
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You are marvelous.  : ) 

You are marvelous.  : )  Technically, there were other ones that needed to change (responses of other NPCs to Charon), but I ended up finding another thread where Jax gave a list of some of the voice renames. 

reapman
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guys im new here, but im

guys im new here, but im having problems with sydney follower and a custom appearance that i made for her

the main quest is fine but for some unknown reason she always travels back to the National Archives Rotunda, and when i try to change her AIpackage to follow, she always choose travel and goes back to the Rotunda, without the ESP she works fine

here's my Load Order and the ESP, someone please help me with this problem.

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
MercenaryPack.esm
CaravanPack.esm
TribalPack.esm
ClassicPack.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
TaleOfTwoWastelands.esm
Sydney Follower.esp
NVStripOpen.esm
Project Nevada - Core.esm
NSkies URWLified.esm
Project Nevada - Cyberware.esp
Lings.esm
Project Nevada - Equipment.esm
Project Nevada - Rebalance.esp
Project Nevada - Extra Options.esm
CFWNV.esm
Interior Lighting Overhaul - Core.esm
Interior Lighting Overhaul - L38PS.esm
CCO - Follower Tweaks.esm
CINEMATECH.esm
FreesideOpen.esm
OFT_Merge_All.esm
TTW_NoKarmaDCFollowers.esp
FreesideOpenPatch.esp
kochandbohr.esp
outsidebets.esp
Interior Lighting Overhaul - Ultimate Edition.esp
ILO - GS Shack.esp
ILO - NSkies URWLified Patch.esp
pyDoF.esp
Classic Tesla Metal Armor.esp
UnlimitedCompanions.esp
UnlimitedCompanions SCRIPT FIX.esp
nu_women_of_the_wasteland.esp
XVEnclaveBunker.esp
StripOpenMain.esp
Roberts_NewVegas.esp
Road Warrior's Armor.esp
Beards.esp
WMXUE.esp
WMXUE-CouriersStash.esp
WMXUE-PN.esp
WMXUE-ModernWeapons.esp
wmx-ttw-unified.esp
Project Nevada - Cyberware Additions.esp
Project Nevada - Rebalance Complete.esp
Project Nevada - XV Enclave Bunker Patch.esp
Project Nevada - All DLC.esp
Project Nevada - TTW.esp
FNV Vanilla hat fix with all storyline DLCs.esp
T6M Female Power Armor NV.esp
T6M Female Power Armor Replace +DLC.esp
XV Enclave Armour.esp
DYNAVISION 3.esp
CFW-DLC.esp
CFW-PN.esp
CFW-PN-DLC.esp
CCO - Follower Sneak Attacks Add-on.esp
CCO - Follower Weapon Auto-Repair.esp
CCO - Raul Crafting Add-on.esp
CCO - Rex Fetch Add-on.esp
CCO - Damage Resistance.esp
CCO - FT All DLC Patch.esp
CCO - DR All DLC Patch.esp
CCO - Ulysses Companion.esp
CCO - Ulysses Companion - All DLCs Patch.esp
CCO - FT Ulysses Patch.esp
CCO - FT TTW Patch No Karma.esp
CShotgun.esp
JRougeRangerCoats4Free.esp
Neckchains.esp
Companion Sandbox Mode3.esp
OutcastPNVfix.esp
Better Burned Man.esp
DeanTurnaround.esp
Tribal T-51b Helmet.esp
1 Special Weapons and Armor.esp
TWO BEARS HIGHFIVING.esp
Classic Quad Barrel Riot Shotgun.esp
RiotCourierArmor.esp
Sarah Lyons Companion.esp
Geonox_Restored_Riot_Armor_GLOVE_VERSION.esp
Geonox_Riot_Armor.esp
Vault_34_better_reactor.esp
Cass Barks.esp
GoodspringsHome.esp
ClassicPowerArmor.esp
LuckyPeacemaker.esp
Duplet.esp
MercWanderer.esp
VeronicaCass.esp
OldCourierDuster.esp
T3T_LCA_TTW_ImprovedNtlGuardArmory.esp
T3T_LCA_TTW_ImprovedWheatonArmory.esp
Boacombat2glove.esp
boa ncrpahelmet.esp
bastians_ttw_patch_0.esp
Armored PA Gloves.esp
geonoxT3Armors.esp
BigTownGirls.esp
To2W-PA-FIX.esp
CoLEnclaveReplacerTTW.esp
Sydney Follower - Load Order Fix.esp
ttwsydneyfix.esp
Sydney.esp

 

File Attachments: 

TJ
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AKA the phycho stalker sydney

AKA the phycho stalker sydney bug?

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

JaxFirehart
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Basically, you have a bunch

Basically, you have a bunch of different mods modifying Sydney and they are conflicting. Read the FNVEdit manual, load the sydney stuff in FNVEdit, resolve conflicts.

reapman
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nope, she isnt following me,

nope, she isnt following me, she always go back to the rotunda even if didn't recruited her yet

without that with her vannila look, she works perfectly

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You have 2 options:

You have 2 options:

  1. Learn to use FNVEdit and fix your mod
  2. Disable your cosmetic mod
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Therm, do you suppose the

Therm, do you suppose the original creator would be adverse to having the option to fire her to the Lucky 38 added? If they're okay with it, I'll attempt to add it.

30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.

reapman
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well thx guys i managed to

well thx guys i managed to mash and fix her, now she's working perfectly, here's some images

Preview Here!

and as a form to thx you all for porting this mod for TTW, here's my preset for her:

You still need of Geonox and Shadowtroop T3 Riot armor for her along with Nuska's Women of the Wasteland and Lings Coiffure for NV(but i think that TTW version works too since its the same Lings.esm)

 

File Attachments: 

thermador
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Uploaded a new version that

Uploaded a new version that should finally let you fire her

Dionysus
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Love Sydney and is gonna stay

Love Sydney and is gonna stay with me thru out game now, Some reason when ask her to take a break she fine, tell her to wait back at megaton she gets stalker syndrome and not sure were she goes but it not to the house lol. She also followed me into the VR  at anchorage and gained a fetish for heading the grenades back at me lol. Awsome mod and ty for the port over all smiles so far

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Thank you for porting over
Thank you for porting over this mod! if I may ask, should the console command 'Set FollowersSydney.Trust to 30' still work to be able to get her to allow you to change her armor? [I'm getting an invalid variable error when trying to use it.] I stumbled across this mod a little late in my current playthrough, and after consulting the spoiler guide, I'm not sure I can generate 30 points of trust. [I really just want to stick her in power armor.] Edit: I did a work around and just removed her armor via console. Thanks again for putting your time into this mod.
Runnerblank
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I lost her radio so I tried

I lost her radio so I tried to reset her using "set SydneyFix.Go to 1".

Which doesn't work as is.

Is there some variation that works for Fallout New Vegas?

Thanks!

 

 

"Q: I, ERR.... SYDNEY HAD AN "ACCIDENT" AND NOW SHE'S DEAD, CAN I STILL USE YOUR MOD?

A: Yes. I implemented a fix that should handle most of her pre-recruitment woes. Open the console and type "set SydneyFix.Go to 1". That will fix everything and teleport her right to you to be recruited. Please note that you MUST have finished "Stealing Independence", or the fix will not activate."

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

Runnerblank
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Reinstalled her but now the

Reinstalled her but now the radio only gives me the option to setup a rendezvous point or a meeting.

I set the rendezvous point and never get the option to call her to it.

I'm loading her very low in my load order.

 

I should also say that it worked once or twice before.

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

Kaiden69
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So I still get the stalker

So I still get the stalker syndrome Sydney. I tried to remedy the situation with a sort of homemade restraining order, (console command setrestrained 1 with her targeted), but she kept teleporting to me. Any way to fix this without console command disabling her?

davidalangrier
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I can't give her gifts.  No

I can't give her gifts.  No matter what I have in my inventory, the only option I get after trying is the dialogue "Actually, Nevermind" or whatever it is.  I posted twice and it failed, this forum is odd.

Edit:  I'm also getting the stalker thing.  If I tell her to relax at the house, she still shows up every time I enter a new cell.

Edit2: She doesn't stalk me if I pick the option to relax at home, she does if I choose the other one which is like take a break or something.  It's one of those 2.  One of them makes her stay in my house at Megaton.  Also I finally got her to take a gift.  It was the wasteland survival guide.  But any other skill book, cigarettes, and the like, she doesn't recognize.  Either way, it's progress. :)

Edit3: She recognized a Dean's Electronics last night.  I guess you need to hit a certain trust level before she accepts certain items.

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Here is a extra plug-in that

Here is a extra plug-in that will hopefully resolve the follower dismissal, wait and follow functions not working correctly. (see attached file)

place it in your load order after the "Sydney Follower - Load Order Fix.esp" plug-in.

let me know if any of the wait, follow or dismiss commands do not work even after this fix and Ill take another look.

for specific details on what I did see collapsed portion.

 

Hope this fix helps, and I will be contacting thermador about adding it to the OP on this topic.

File Attachments: 

"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

protectorcrimson
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I installed this mod and I am

I installed this mod and I am not getting any voice files.  

BackyardStalker
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Okay, so while I like this

Okay, so while I like this mod, even with A55K1KA's fix, Sydney still follows me into new cells when waiting. Can the author of this conversion look into this? I don't want to enter Tranquility Lane or the Anchorage Simulation only to find Sydney there waiting for me.

EDIT: Never mind, reverting to a previous save fixed it.

reapman
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thermador, you have any plans

thermador, you have any plans for a JIP and Improved Sandbox patch?

 

 

Fo3 Sydney was compatible with JIP

reapman
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here it is

here it is

Now she's adept with sneak, Unarmed and Guns

Her combat armor has now 5 DR and 10 DT

Lings and Drumber's FCO are needed

PS: she wont equip any weapon that isn't her Ultra SMG or Bozar(if you have the money to buy it), this is mainly because her main files are still outdated.

also the rules are still the same, you need to find some books to make her work properly: Guns and bullets, Dean's Electronics, Her Father's Note, Wasteland Survival Guide(quest)

 

You still need of A55 Fix, load after it

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legato89
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Hey everyone, thanks for your

Hey everyone, thanks for your hard work with porting & trying to fix Sydney to work well with TTW. I basically learned how to use FNVEdit because of the issue of her following me once we got to the Citadel and getting her permission to study there for two weeks. I basically just waited it out at the Citadel and she rejoined normally, but whenever I would move into a new zone that caused a loading screen she would teleport with me, like a regular follower. I'm not sure if she won't be dismissed in the future when I do something that would normally send my followers back home / dismiss them. I tried the a55override and it didn't work.

Another issue I'm having is getting her appearance with TTW Redesigned to have priority over her default vanilla appearance that is applied by the the Sydney load order fix. In FNVedit I can't drag and drop over the hair and face records from the TTW Redesigned that I want to the load order fix.

reapman
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you need to load A55fix after

you need to load A55fix after Sydney follower esp's and before any appearance packs

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You know a simple way around

You know a simple way around all this is to just use Jip's command and control mod? 

Restoring the greatest country in the world to its former glory, well, heh heh... Well, that takes time, even for the Enclave.

reapman
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i wont mes with her

i wont mes with her

 

mainly because idk how to add via scripts the companion wheel back without screwing with everything(and because he wheel will trigger with her due to her quest) thermador explained that because senterpat made a buggy port

RoyBatty
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Would it be enough if I give

Would it be enough if I give out the companion framework I made for the AWOP followers? It would be simple enough to adapt it by just changing all the REF's to Sydney. You'd have to add all the dialogue topics yourself and set all the conditions on them.

After doing so, to fix the issue with the companion wheel during her quest a variable can be checked in her hire script so that SetPlayerTeammate is not set to 1 until her quest is completed and you hire her. During the quest she would need a wait and follow package which could be set with the dialogue options for the quest.

 

reapman
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exactly Roy

exactly Roy

she works well like a companion without the wheel and Jip, but her scripts are more like mix of ED-E, Cass and Veronica, which is funny because what drag did was used later for them in new vegas, and she doenst show up on the minimap due to the lack of companion wheel

Her Walkthrough on the original file

also the 2.1 version had planned quotes for project purity and Broken steel(some are even useful for New vegas quests)

its possible to remake her and make she use most of NV companions scripts(+ ulysses and Willow), but ill wait until nessa finishes up with Bittercup(in fact she has a lot of interaction with with Bittercup)

 

leomorg
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Thanks a LOT for this! This

Thanks a LOT for this! This has been my favorite follower mod for a LONG time, and a absolute must have on any FO3 playthrough. I was seriously disappointed when i found out the conversion had no voiced dialogue, since it was one of the main strengths of the mod and the reason it integrates so seamlessly and in such a immersive way into the game.

Can i ask if there are any directions a moderate noob can follow to do likewise with other follower mods? I'm quite interested in this mod: http://www.nexusmods.com/fallout3/mods/21026 and running the FNV scripts leaves me with tons of wrong REFs and Form ID's, and even after painstakingly fixing them one by one the dialogues are bugged and there are tons of other issues. I'd really appreciate if you (or anyone) could point me in the right direction.

EDIT: i forgot to rename voice folders, my bad. Still, the TTW conversion pack doesn't work well with any follower mods i tried to convert, dialog topics and other stuff keep referencing New vegas master file instead of FO3.

Well, thanks for porting this, you've definately made TTW a better experience. ;)
 

leomorg
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As for the radio issue, there

As for the radio issue, there is one "endif" too much on the script. Just try to recompile and GECK will tell you at which line it is - remove the last one and it works fine.

The only issue i'm having is the one where she teleports to you whenever you change cell. Quite annoying, but if she's following you, no prob.

Calvin Rhodes
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I could use some help. I'm

I could use some help. I'm doing a hardcore play through and stimpaks are not healing Sydney's limbs (as expected). Her head has shown as crippled in VATS for a while (though no obvious side effects) and now she's started limping (though her legs are not showing as crippled in VATS).

I'm fine with using console commands or what not, but I can't find a console command to heal crippled limbs. Is there any built in solution to this, anyway? Or maybe a script? Can I somehow run the "My First Infirmary" scripts on her through console?

Edit: I found the applicable console commands but they don't work:

setav perceptioncondition 100

setav endurancecondition 100

setav leftattackcondition 100

setav rightattackcondition 100

setav leftmobilitycondition 100

setav rightmobilitycondition 100

Edit 2: I gave her a bunch of Med-X. This seems to work (for now). I don't use chems, so I didn't actually realize what it was for.

gnarlyfingers
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leomorg wrote:

leomorg wrote:

 

As for the radio issue, there is one "endif" too much on the script. Just try to recompile and GECK will tell you at which line it is - remove the last one and it works fine.

The only issue i'm having is the one where she teleports to you whenever you change cell. Quite annoying, but if she's following you, no prob.

 

What is interesting about that extra endif is how the hell did it compile in the first place?

About the teleporting issue I just give her a "setplayerteammate 0" after I fire her or tell her to relax at home.

 

RoyBatty
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F3 GECK's compiler doesn't

F3 GECK's compiler doesn't have any error checking.