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 Companion Scripting help...I think

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Nicks

Nicks

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Companion Scripting help...I think Empty
PostSubject: Companion Scripting help...I think   Companion Scripting help...I think EmptyWed Feb 01, 2017 12:17 pm

Okay, so I'm making a mod called synths of the Mojave and there is going to be a companion that is a synth. I wanted to make it were you have to repair the synth before she could become your companion but I had no clue how to do that so I copied ED-e's script. it kinda worked but instead of spawning the synth it spawns ED-e (which I expected to happen) but I don't know how to fix this so if anyone could possibly help that would be great. Here is a video of what is happening. PS. I'm on my phone at school so I can't embed the link, I'll update it when I get home.

https://youtu.be/IpLTnInZbqM

Thanks to anyone that can help or trys to help Smile


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TheHermit

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Companion Scripting help...I think Empty
PostSubject: Re: Companion Scripting help...I think   Companion Scripting help...I think EmptyWed Feb 01, 2017 12:38 pm

Paste script here (in spoiler and code tags)

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Nicks

Nicks

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Companion Scripting help...I think Empty
PostSubject: Re: Companion Scripting help...I think   Companion Scripting help...I think EmptyWed Feb 01, 2017 10:29 pm

@TheHermit Sorry for the late response ive been at school, but anyways before i show the scripts i just want to say there are two, one for the broken ed-e and another for the actual working Ed-e. and i had a broken synth and copied the damaged ed-e script to him and i copied the working ed-e script to the working synth. just wanted to say that so you would know.

Damaged ed-e:


living ed-e script:

Also maybe this could be the problem, Theres something called the Ed-e home marker that is in the primm nash residence home that is directly under where ed-e spawns after he is fixed.

The home marker thing:

Anyways thanks for any help you may be able to give me and even if you cant help thank you for responding Smile

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TheHermit

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Companion Scripting help...I think Empty
PostSubject: Re: Companion Scripting help...I think   Companion Scripting help...I think EmptyThu Feb 02, 2017 2:54 am

You should know, I'm no expert - so hopefully someone can chime in if what I tell you is erroneous.

The first thing I would suggest is you make a new script from copy (which I guess you have done), but give it a different name, for example, SynthScriptDisabled and make sure that the first line is scn SynthScriptDisabled.
At the moment, your synth turns into E-DE because you haven't tailored the script to the synth. It's not as simple as just copy and paste in all cases. Basically, using the Damage Ed-E script as an example, you need to create scripts that point to custom synth and not Ed-E. A lot of the script is superfluous for what you're wanting to do. You don't want any references to Ed-E in there at all or it will affect Ed-E instead. I imagined the script would be a more simplistic - on par with most follower mod scripts, but there's a lot of stuff in there that I'm not sure about... timers, etc. The script also references a lot of 'showMessage xxx' and you'll find those messages in the GECK. You shouldn't use them for the Synth, though. You should make your own. If I was to do this myself, I would see if I can find all of those messages and references in GECK, look at them and then possibly copy them too, rename them and change everything up to reference the new stuff.

I can't really be much help here, I'm afraid. Sorry.

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Nicks

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Companion Scripting help...I think Empty
PostSubject: Re: Companion Scripting help...I think   Companion Scripting help...I think EmptyThu Feb 02, 2017 3:01 am

Even if it doesn't work thanks for your input Smile , but yeah I'll try it tomorrow and see what I can do.

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