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本帖最后由 yndoc 于 2012-3-24 20:17 编辑
IMPORTANT
2.0.2 may have introduced an infinite loop into an alias script (Corrupting your save)
IF while running 2.0.2
You encountered a quest follower
Used "setstage DialogueFollower 400"
Or got married.
2.0.4 has the issue fixed, but it will not repair already corrupted saves, sorry for the inconvenience. Fixing the corruption is a language limitation with how it deals with script updates and removals, and apparently it cannot clean up after itself regarding aliases, and aliases with scripts attached.
2.0.4 Installation Procedure
This version will need a clean-save (This does not mean you have to start a new game)
-Untick/Uninstall previous mod
-Save game
-Exit
-Install 2.0.4
Be Warned
I only got to test this with just recruiting and dismissing followers, I tried to account for quirks like when the companion dies, or when another quest recruits a particular follower, I cannot guarantee they will work as intended.
I will make an attempt at improving this if there are any bug reports.
What does it do?
Modifies the Vanilla companion system to allow up to one hundred followers as opposed to the original one follower.
Also removes those nasty follower bow and arrows.
What will it conflict with?
Pretty much any other companion limit modification script. It will conflict with the follower tweak that makes 10 followers possible that is floating around, it does a similar thing but I wrote my own methods that can scale by an array so making 100 possible wasn't far off.
How did I do it?
I created a large array of ReferenceAliases that the script will add and clear from, the way the normal companion system works is there is one Follower alias that adds the appropriate packages and factions when the Actor is forced into that alias. This was essentially the limitation to the system, there was only one Alias being filled to actually make the NPC a legitimate follower. I had to modify many dialogue scripts that used the vanilla functions to ensure the vanilla system would still work when it needed to (I believe there are some quests that modify your followers). Removing the limitation to the dialogue is easy, but once you remove that limitation any followers gained after the first will technically replace the last and they will walk off because they no longer contain the packages and factions as the alias pointer was replaced.
Normally I'd be against just bloating the quest with a whole crap load of ReferenceAliases but it seemed to be the most painless way to do it and have the system remain independent of companion mods. Meaning you don't need to do anything special to your custom companion to make this work with it. The core of the system is controlled by packages, you cannot dynamically change an Actors packages without forcing them into an Alias, the alternative is to make the Actor have that package by default and have that package conditioned and re-evaluated, but this would mean if you wanted to make a custom companion you would need to add that to their default package and condition it in the same manner.
Making it work
Dismiss any companion you may have before or after installing this mod to ensure they get out of the old follower alias and into the new.
You do not need to edit any NPC's or do anything extra for this to work, you just install the plugin and you should be able to talk to any follower and recruit them as normal with the exception you wont be told you already have a follower unless you reach the 100 follower limit. (I highly doubt this happening, Papyrus is more likely implode on itself before then)
Compatibility
Make sure this mod is loaded AFTER any mounted followers mods. If you do not want your followers to use horses if they own one type in the console
"Set PlayerFollowerRideHorse to 0"
Updating
2.0.4 to 2.0.5 Procedure:
None, you should be able to just straight uninstall and install with the new version, although it is still recommended you dismiss your companions before doing so.
2.0.4 Procedure:
This version will need a clean-save (This does not mean you have to start a new game)
-Untick/Uninstall previous mod
-Save game
-Exit
-Install 2.0.4
2.0.3 Procedure:
This version will need a clean-save, I found a nasty infinite loop while stack profiling causing follower zero to be infinitely dismissed (Ouch) this bug has been corrected, and also quest followers should no longer dismiss all of your companions, quest followers will ONLY fill and clear the standard one slot, while all other followers should fill the new slots. This should also fix all of your companions being dismissed when getting married, it should only dismiss your potential wife as it should (I basically hacked the dismiss function so I didn't need to edit the wedding quest in any way)
-Untick/Uninstall previous mod
-Run game
Console:
"resetquest DialogueFollower"
"stopquest DialogueFollower"
"set PlayerFollowerCount to 0"
"startquest DialogueFollower"
-Save game
-Exit
-Install 2.0.3
2.0.2 Notes:
If you are experiencing glitched companions who immediately leave when you request they follow you, use "setstage DialogueFollowerExtended 0" this will force ALL aliases to be cleared, essentially clearing all followers, it is recommended you do this instead of manually dismissing them as this will be faster and ensure the system is cleared out.
DO NOT USE THE OLD "setstage DialogueFollower 400"
2.0 procedure
-YOU MUST DISMISS ALL FOLLOWERS BEFORE UPDATING
-Although if you do not you can fix the "locked" follower by removing them from the CurrentFollowerFaction (Click them in the console and type RemoveFromFaction 5C84E)
-The next steps may not be necessary
-stopquest DialogueFollower
-startquest DialogueFollower
< 1.8 to 1.8 procedure
-Dismiss your companions
-type in the console:
stopquest DialogueFollower
startquest DialogueFollower
Removing this mod
Before removing this mod make sure you dismiss all of your companions and type in the console
Set PlayerFollowerCount to 0
to make sure the vanilla system won't be broken when you uninstall. Otherwise your follower count may be stuck at anything other than zero, preventing anyone from following you at all.
Creating custom companions
You still create your custom companions in the same manner, add them to the PotentialFollower faction or PotentialHireling faction and increase your relationship rank. Followers tie in with favor, and favor is actually your relationship rank.
If your companion uses a custom recruit or dismiss dialogue that means you have to edit the dialogue script, and your companion will not work with this mod because the vanilla functions to recruit are no longer used, I may in the future move the quest portion of this mod to an ESM so users can link to those functions instead.
Reducing the limit
Not sure why you would want to reduce the limit, maybe to put a restraint on yourself I guess. The limit is controlled by a global variable now rather than a static one or zero.
Example:
Set PlayerFollowerMaximum to 5
Troubleshooting
(1) If you are having an issue where you tell another follower to follow you but they just stand there and do nothing, or they "replace" the old follower.
Dismiss your followers normally before installing (Make sure nobody is following you)
Install the mod, recruit one follower and type the following:
Show PlayerFollowerCount
Show PlayerFollowerCountEx
Your values SHOULD be
0
1
If they are anything BUT that, like 1,1 or 0,0 or 1,0 (Even with a follower) then there is a problem, likely a script conflict if you are using the loose files version. Because there should not be any actors in the vanilla system, they should be added to the new system, where the count is updated to directly reflect to how many followers you have.
If those are your values, try recruiting another follower, (preferrably not the same one you tried to recruit before) if your values go to 0,2 its working correctly and there is a problem with that particular follower, if it remains 0,1 then a script is not executing correctly.
If the problem persists, try:
setstage DialogueFollowerExtended 0
setstage DialogueFollower 400 (Only 2.0.3 or higher)
set PlayerFollowerCount to 0
stopquest DialogueFollower
stopquest DialogueFollowerExtended
Then speak to all the followers you previously failed to recruit, if their dialogue is "Follow me, I need your help" click it, they should just stand there and do nothing, and if you speak to them again they should give you idle chat, repeat this with all the followers you failed to recruit, if your dialogue is "It's time for us to part ways." or something similar, this means they are stuck in that state, and you will want to reset them by clicking them in the console and doing:
removefromfaction 5C84E
removefromfaction 5c84c
removefromfaction bd738
Then repeat the previous step. Then you may start the quests again.
startquest DialogueFollower
startquest DialogueFollowerExtended
(2) If you are experiencing a problem with a particular follower, for example:
You have all the dialogue options as if they are following you, but aren't really following you, things like "Wait Here, Follow Me, It's time for us to part ways" this means that they are stuck in the follower system, they can be recovered from this by opening the Console, clicking on them, and typing the following:
removefromfaction 5C84E
removefromfaction 5c84c
removefromfaction bd738 |
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