NPC's not following map change, respawning

RadIcal

First time out of the vault
OK,

So I'm using a slavery based mod, which is still in its infancy but has quite a lot of potential.

http://www.newvegasnexus.com/downloads/file.php?id=38194#fileanchor

Its a bit buggy and the mod creator seems to be unavailable. I am wondering, does anyone know how to get around enslaved NPC's not following from one map to the next? The weird thing is that if I 'wait' for one hour, the NPC then follows through.

Also, how would I get a generic NPC with very little script? Most NPC's I enslave, with a few exceptions, end up dissapearing or respawning as their former selves, ie wastelanders, mercenaries, prospectors, etc... and forget their 'enslaved script' and return to their normal ones, ie returning to their original place (prospectors den, etc) with their original items, etc.

Is there any way I can overwrite these scripts for just one individual (the enslaved one) and not the entire 'faction'?

Thanks.
 
The way the game spawns many of the NPCs make this unlikely. For variety, rather than place an NPC, spawn markers are placed which spawn a TYPE of NPC from a form list. This helps populate areas with a variety of NPCs (male/female/race/etc.) without the Devs having to configure each one.

If the NPC is not a persistent reference or is set to respawn, you will lose them when the game resets a cell (usually 3 game days without returning to the cell).

Also, I think that NPCs only fast travel with you when they are a follower. You have to wait a game hour for others to walk to you.
 
Thanks.

Is there any way to make certain NCP's followers? At least so the AI sees them as such? I've noticed enslaved mercenaries follow through immediately, but others don't, so I figured there was some sort of solution.
 
I couldn't tell you. There might be a way, but I think it would be a lot of work.. Basic sounding functions can require a lot of background code covering every possible companion. For example, a method Obsidian used to solve one follow issue with companions was with this code to force it:
Code:
ScriptName DefaultWarpCompanionsToLinkedMarkerSCRIPT

; Doors transitioning from one exterior cell to another seem to have problems warping companions with you.
; This script does it manually. To use it, you need to add this script to a door, link the door to a marker, and link that marker to a second marker.
; The companions will warp to the two markers.

ref rLink;		for humanoids
ref rLink2;	for critters

BEGIN OnActivate
	set rLink to GetLinkedRef;
	set rLink2 to rLink.GetLinkedREF;
	if (VNPCFollowers.bBooneHired && CraigBooneREF.Waiting == 0)
		CraigBooneREF.MoveTo rLink;
	endif
	if(VNPCFollowers.bCassHired && RoseofSharonCassidyREF.Waiting == 0)
		RoseofSharonCassidyREF.MoveTo rLink;
	endif

	if(VNPCFollowers.bVeronicaHired && VeronicaREF.Waiting == 0)
		VeronicaREF.MoveTo rLink;
	endif
	if(VNPCFollowers.bLilyHired && LilyREF.Waiting == 0)
		LilyREF.MoveTo rLink;
	endif
	if(VNPCFollowers.bEDEHired && EDE1Ref.Waiting == 0)
		if EDE1Ref.GetDisabled == 0
			EDE1Ref.MoveTo rLink2;
		elseif EDE2Ref.GetDisabled == 0
			EDE2Ref.MoveTo rLink2;
		elseif EDE3Ref.GetDisabled == 0
			EDE3Ref.MoveTo rLink2;
		endif
	endif
	if(VNPCFollowers.RaulHired && RaulREF.Waiting == 0)
		RaulREF.MoveTo rLink;
	endif
	if(VNPCFollowers.ArcadeHired && ArcadeREF.Waiting == 0)
		ArcadeREF.MoveTo rLink;
	endif
	if(VNPCFollowers.RexHired && RexREF.Waiting == 0)
		RexREF.MoveTo rLink2;
	endif
	Activate;
END

Note that the companions are set up with a quest and the game spawns them specifically if they are "hired" in the quest (as in currently part of your party) and not waiting. The companions are scripted into the game specifically (ArcadeREF, VeronicaREF, EDE1REF, etc.) and the quest stage determines whether they appear to you, not a particular status (like whether this NPC near you is a companion).

At least this is my limited understanding of it. If you want to try, look at the scripts in the game and Beth's GECK wiki:
http://geck.bethsoft.com/index.php/Main_Page[/url][/code]
 
Thanks ReedTFM,

Do you know if there is any way of stopping NPC's from returning to their original 'maps'? I tell an enslaved NPC to wait, they do, but as soon as I leave the map, they begin heading back to where I got them from.

Is there any way to prevent this?

Thanks.
 
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