Fallout 4

File information

Last updated

Original upload

Created by

Cesco

Uploaded by

Vallesi

Virus scan

Safe to use

Tags for this mod

5 comments

  1. Vallesi
    Vallesi
    • member
    • 53 kudos
    Locked
    Sticky
    Update 2.1
    Script bug fix: PA Exit now works correctly
    Small change made to the Home button function

    Extended script with 3 new buttons

    - Heal (BleedOut Idle cannot be stopped for the time being....Perhaps in an update later)

    - StealthBoy

    - Exit Power Armor (Pressing the Home or Relax button will also exit the Power Armor)
  2. Drivinghard
    Drivinghard
    • member
    • 7 kudos
    Hi this looks really usefull..
    Off the top I am curious about 2 things :)

    by "Home" ... that option... is there REALLY some Home somewhere where they go to? or are they technically just being Disabled until you Enable them again? in other words... wherever that "Home" is... if i went there, I wouldn't see them sandboxing around someplace would I? And will the REFID #'s of these NPC's always be NEW ones when you summon them or will they allways show up with the same (preserved) REFID #'s?

    by "Relax" I see they relax and sandbox around a bit... will they also Eat, Sleep, Boogie... when they are off duty?
    1. Vallesi
      Vallesi
      • member
      • 53 kudos
      The NPCs and XMarkers can be placed wherever you want, so they are references.... I myself have created a new Interior Cell where the markers and NPCs are placed (last picture). The script works in such a way that when the Home button function is pressed, the NPCs in the Interior Cell land on the markers and the Wait AI Package becomes active (Hold Position). The whole thing is shown in the tutorial but, everyone can do it as he wants. If you prefer a sandbox package for the Home button, you have to adjust the script (addPerk). You can also set the AI packages the way you want them.
    2. Drivinghard
      Drivinghard
      • member
      • 7 kudos
      thanks.. my morning project for tomorrow is this then.. so HOPEfully..
      this is not hooked into companion slots or systems neither?

      (imagine a whole library of 'personality subroutines')
      :)
      cheers
    3. Vallesi
      Vallesi
      • member
      • 53 kudos
      You should be able to recruit any mod or standard companion (Preston, Piper, Dogmeat.......). 
      The whole thing works independently.

      With this method as I use it in the tutorial you have the following possibilities....

      - Switch AI packages.
      - Inventory access at a distance.
      - Inventory access when you talk to the NPCs.
      - ...REF.Moveto(....) command.
      - Weapon ready, in sync with player
      - Crosshair functions like opening locks or hacking are not possible, only waiting works. Healing with a stimpak also does not work.