Question though, is it possible to have this as a REF option that can be swapped between enabled / disabled as desired while still in-game? An example is when you go to Melve for the first time and have the flashback fight scene, with this mod active your pawn is actually there fighting along side of you, lol. As far as I am aware, currently the only way to fix that is by logging out, disactivating the mod, then relaunching your saved game, then repeating the steps to reactivate the mod after. Being able to toggle it to disabled before something that your pawn should clearly not be included in but then back on after would be ideal and amazingly handy!
I was just about to download this and then I remembered the Sphinx, and how much chaos could be caused if the pawns don't wait at the back...
I mean I probably would download and use this mod if the Pawn WAIT command worked properly. I mean if Pawns actually waited where I told them to indefinitely and didn't teleport to me after a certain distance or just decide they'd waited long enough. Then I could actually control where they go and where they don't. I think I'll hold off on it for now.
That's not up to me. The mod disables the restriction the Area sets, Whether or not the pawns listens to your own manual input is up to the game and it's buggy AI. Generally you have to tell them to wait far away then go to whatever combat area, otherwise their Battle Mode will override your wait command.
"otherwise their Battle Mode will override your wait command" I wonder if pawns can be made more obedient by getting them to ignore all battle states whenever they've been told to wait. since the battle event is clearly defined in the game's code, and can be used in lua scripts.
The in-game wait command is a very different matter to what this mod does, yes... but we need some sort of control over whether Pawns stay put in one place or follow us about. Some places that they're coded not to follow to are places they genuinely shouldn't go, while others are not so important. The reason I mentioned the Wait command is that as it currently stands, it has too many exit clauses. As in "Wait" has a time-limit, a distance-limit, and Pawns will sometimes just join combat regardless.
I'd need someone to be able to make a WAIT command fixing mod BEFORE I'd consider using this mod... because I have more problems with pawns getting all up in my business when I don't want them (e.g. when trying to cleanly decapitate Medusa or get a Griffin to carry me away without dying) than I do with pawns not following me when I do want them.
I also want a mod that does the same thing, wait is not reliable at the moment, and the pawn will always go against orders to participate in the fight.
The mod kinda broke other NPCs behaviors and placements, like when i'm visit the brothel for testing, pawns can follow me just fine, but everyone from inside just going out, back and forth.
Hmm I downloaded it to give it a try. Hmmm doesn't seem to work for me. They stay on standby for my house and the castle grounds. I dragged and dropped via Fluffy. I wonder if another mod is interfering with it.
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Question though, is it possible to have this as a REF option that can be swapped between enabled / disabled as desired while still in-game?
An example is when you go to Melve for the first time and have the flashback fight scene, with this mod active your pawn is actually there fighting along side of you, lol.
As far as I am aware, currently the only way to fix that is by logging out, disactivating the mod, then relaunching your saved game, then repeating the steps to reactivate the mod after.
Being able to toggle it to disabled before something that your pawn should clearly not be included in but then back on after would be ideal and amazingly handy!
I mean I probably would download and use this mod if the Pawn WAIT command worked properly. I mean if Pawns actually waited where I told them to indefinitely and didn't teleport to me after a certain distance or just decide they'd waited long enough. Then I could actually control where they go and where they don't.
I think I'll hold off on it for now.
I wonder if pawns can be made more obedient by getting them to ignore all battle states whenever they've been told to wait.
since the battle event is clearly defined in the game's code, and can be used in lua scripts.
The reason I mentioned the Wait command is that as it currently stands, it has too many exit clauses. As in "Wait" has a time-limit, a distance-limit, and Pawns will sometimes just join combat regardless.
I'd need someone to be able to make a WAIT command fixing mod BEFORE I'd consider using this mod... because I have more problems with pawns getting all up in my business when I don't want them (e.g. when trying to cleanly decapitate Medusa or get a Griffin to carry me away without dying) than I do with pawns not following me when I do want them.