Not sure what I did wrong, the companion is invisible even when I just tried adding to the world, she is still invisible in game but I can see her name and interact with her. This is my first time using GECK and I watched the YouTube video too. Not sure what I am doing wrong.
When I add the 3 tag skills in the "aaaSCPTCustomizableCompanionActor" they won't save. I removed the " ; " as instructed in your video but get an error message and it just won't save. Is this maybe a geck.ini setting at fault here?
In that case, the only thing I can think of is to double-check to make sure you spelled the skills correctly. For example, "EnergyWeapons" is all one word without a space, so if you accidentally added a space, the script won't compile.
Make sure any armor or headgear you've given your companion does not have the "Head" body slot selected in its GECK record. Selected body slots will not render in-game because those are the parts that are supposedly covered by the armor. This is intended to prevent clipping, for example by selecting the Hair body slot, the characters hair will not poke out through a baseball cap they're wearing. I suspect one of your armors has the Head body slot selected, so the game thinks the armor has a full-face helmet that hides the head.
though, ah, how do i just *give* my companion xp, or level him up? im level 50 and would like him to be level 50 too, and possibly set more "specific" skill values on him.
and if i may ask, what exactly is it about the mod that makes a companions gear change for dead money? like where they get robbed and get the bomb collar and stuff. thats one of the *main* things im interested in, adn want to make sure it works the first time without having to rewatch the intro over again
I didn't write in a way to give XP to your companion from within the game, but if you're handy with scripting, you could make a gun that runs a script in the OnFire block that increases the companion's XP variable. If you look at the companion script, you can find the name of the variable.
The companion's gear is changed using a script (If I remember correctly, it's the one attached to the companion's actor). If you load it up in GECK and browse through it, you will find a section handling the start of Dead Money. I essentially have it call the RemoveAllItems function to strip everything and place it into the companion's hidden chest, then use AddItem to add the jumpsuit and collar. At the end of the DLC, I call RemoveItem on the jumpsuit and collar, then transfer all items from the hidden chest back to the companion.
What resources are you trying to add? If it's a weapon or armor, it's as simple as creating a new record and pointing it to the mesh you want to use and changing the stats to match the weapon/armor you're trying to copy. Or, you could edit the companion weapon/armor record that's already in the mod to point to the custom mesh, and edit the stats to match.
I'll be using Dragbody's Deathanoid Race for a companion but if I also add a heavy weapon, clothing etc, I would rather combine it in the single mod. Finding the "how to" info is tricky - can you recommend any basic tutorials for this? Most of this stuff is way over my head but I just wanted to at least give it a go.
running into a problem where instead of the regular conditions for the "about who are you" I get three a's replacing the getisid, getscriptvaribles and getincell.
All objects in my mods begin with the prefix "aaa", so for example, the character is named "aaaNPCCustomizableCompanion". Make sure you expand the field to reveal the full name if it's causing confusion.
Thanks for this framework, it's been super great and super easy to use so far!
I've encountered a problem, though: whenever I recruit my companion, their sneak skill skyrockets by a hundred which automatically gives me the pre-made sneak perk. I gave them 8 agility, but I don't think that should give them a hundred skill points into sneak - especially since their guns skill is seemingly completely unaffected. I'm very new to the GECK, so I'm not sure where I'd even start looking to fix this and I would love some support on this issue.
Edit: I just looked at the description for this page, and I would like to clarify that I'm running all of this on the Steam version of New Vegas and I'm still running into this problem while running JIP LN NVSE.
I suppose a weird workaround could be to set the target av in "aaaSCPTCustomizableCompanionControlQuest" to get the sneak skill to be whatever value sneak got rocketed up to + the original target av? No idea if that'll work, so I'm going to give it a try.
Edit Edit: It sort of works, but by doing it you can't upgrade their sneak to actually get to the new target av, so... not really recommended. Hopefully some fix with this issue with JIP LN NVSE is worked out somehow. For now, I'll just be getting rid of the sneak perk entirely and manually setting their av for sneak back down.
I have the same problem. And I didn't even give them a sneak boost. Only guns, barter, and survival. I looked through the video and made sure aaaCLASCustomizableCompanion didn't have any skills tagged.
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Edit: LMFAO I ACCIDENTALLY MADE HER TINY WHOOPS
Is there something I'm doing wrong?
though, ah, how do i just *give* my companion xp, or level him up? im level 50 and would like him to be level 50 too, and possibly set more "specific" skill values on him.
and if i may ask, what exactly is it about the mod that makes a companions gear change for dead money? like where they get robbed and get the bomb collar and stuff. thats one of the *main* things im interested in, adn want to make sure it works the first time without having to rewatch the intro over again
The companion's gear is changed using a script (If I remember correctly, it's the one attached to the companion's actor). If you load it up in GECK and browse through it, you will find a section handling the start of Dead Money. I essentially have it call the RemoveAllItems function to strip everything and place it into the companion's hidden chest, then use AddItem to add the jumpsuit and collar. At the end of the DLC, I call RemoveItem on the jumpsuit and collar, then transfer all items from the hidden chest back to the companion.
Have to ask, do you have any advice on how to add other resources/meshes to the template so there's no dependency on multiple mods?
I've encountered a problem, though: whenever I recruit my companion, their sneak skill skyrockets by a hundred which automatically gives me the pre-made sneak perk. I gave them 8 agility, but I don't think that should give them a hundred skill points into sneak - especially since their guns skill is seemingly completely unaffected. I'm very new to the GECK, so I'm not sure where I'd even start looking to fix this and I would love some support on this issue.
Edit: I just looked at the description for this page, and I would like to clarify that I'm running all of this on the Steam version of New Vegas and I'm still running into this problem while running JIP LN NVSE.
I suppose a weird workaround could be to set the target av in "aaaSCPTCustomizableCompanionControlQuest" to get the sneak skill to be whatever value sneak got rocketed up to + the original target av? No idea if that'll work, so I'm going to give it a try.
Edit Edit: It sort of works, but by doing it you can't upgrade their sneak to actually get to the new target av, so... not really recommended. Hopefully some fix with this issue with JIP LN NVSE is worked out somehow. For now, I'll just be getting rid of the sneak perk entirely and manually setting their av for sneak back down.