Amata Follower ported to TTW

Mod releases and conversions.
thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

Amata Follower ported to TTW

Post by thermador » Tue Sep 24, 2013 3:05 am

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:




 


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Metal_Izanagi
Posts: 17
Joined: Fri Jan 18, 2013 1:18 am

This seems to have the same

Post by Metal_Izanagi » Sun Nov 17, 2013 1:53 am

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.



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

Sorry guys, I had no problem

Post by thermador » Sun Nov 17, 2013 7:23 pm

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
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

madderoftime wrote:

Post by thermador » Sun Nov 17, 2013 7:57 pm

[quote=madderoftime]


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


[/quote]


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
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

Hmm, I just tested this again

Post by thermador » Wed Nov 27, 2013 5:41 pm

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

I will try to look into it

Post by JaxFirehart » Wed Nov 27, 2013 6:44 pm

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

All I can see is that her

Post by JaxFirehart » Wed Nov 27, 2013 7:50 pm

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.



User avatar
rickerhk
Posts: 116
Joined: Mon Sep 17, 2012 1:50 pm

Some things have changed the

Post by rickerhk » Thu Nov 28, 2013 12:07 am

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

And RHK swoops in and

Post by JaxFirehart » Thu Nov 28, 2013 12:42 am

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


Thanks RickerHK!



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

RickerHK, THANK YOU!  I have

Post by thermador » Thu Nov 28, 2013 3:30 am

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



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