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Companion Wheel stuff

General discussion of Tale of Two Wastelands
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rickerhk
Posts: 123
Joined: Mon Sep 17, 2012 1:50 pm

I don't know what the long

Post by rickerhk » Sat Dec 01, 2012 1:55 am

I don't know what the long term plans are for the FO3 followers and the wheel, but implementing it would be pretty straight-forward, just a bit tedious. It could even done as a separate mod.



Fortunately, the variables that the wheel uses for state checking are already on the NPC object scripts! (except for the FollowerSwitchAggressive, which is pretty useless anyway)



Then it's just a matter of creating a quest FO3FollowersWheel, or something, then add the topics that are used by the wheel, then add the infos (copies of their vanilla dialog) with the GetSID condition, for all the FO3 followers.

Extract voice clips and rename them to go with the new wheel topic infos.

Have a quest script for FO3FollowersWheel, with a variable that is set when you enter dialog, so that the wheel topics can be hidden. Then  the variable is reset when you exit dialog so that the wheel topics are enabled.

Edit the vanilla Hired GREETING/Gbyes to set/reset that variable.



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

The wheel actually works just

Post by JaxFirehart » Sat Dec 01, 2012 4:04 am

The wheel actually works just fine for vanilla followers. Except for your mentioned aggressive variable.


The only real issue is disabling it for temporary followers.



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

As rickerhk already said the

Post by sesom » Sat Dec 01, 2012 8:45 am

As rickerhk already said the wheel only shows up if the follower is a Teammate. So to disable it on temporary followers remove the SetPlayerTeammate (or set it to 0) and add them to the PlayerFaction instead while they are following. The reaction of enemies while traveling should be almost the same (only enemies of the follower and friends of the player would only attack the follower but afaik there isn't such a situation in FO3 vanilla). Also the inventory access works as normal this way.



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