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Posted

Not that I have found. so created a conditional function:

Scriptname SKK_XXXConditionalScript extends Quest Conditional

Quest Property pFollowers Auto Const Mandatory
Faction Property pCurrentCompanionFaction Auto Const Mandatory
ReferenceAlias Property Alias_Companion Auto Const Mandatory ;linked to followers quest alias
ReferenceAlias Property Alias_DogmeatCompanion Auto Const Mandatory ;linked to followers quest alias

Bool bPlayerHasCompanion = False Conditional ;GetVmQuestVariable QuestName bPlayerHasCompanion

;********************************************************************

Event OnQuestInit()

Self.RegisterForCustomEvent((pFollowers as FollowersScript), "CompanionChange") 
UpdatePlayerHasCompanion()
    
EndEvent

;********************************************************************

Event FollowersScript.CompanionChange(FollowersScript akSender, Var[] akArgs)

UpdatePlayerHasCompanion()

EndEvent

;********************************************************************

Function UpdatePlayerHasCompanion()

bPlayerHasCompanion = False

Actor thisActor = Alias_Companion.GetActorRef()
If(thisActor != None) && (thisActor.IsInFaction(pCurrentCompanionFaction) == true)
    bPlayerHasCompanion = True
EndIf

Actor thisDog = Alias_DogmeatCompanion.GetActorRef() ; allow for dogmeat +1 multiple companions 
If(thisDog != None) && (thisDog.IsInFaction(pCurrentCompanionFaction) == true)
    bPlayerHasCompanion = True
EndIf

EndFunction

;********************************************************************

Posted

Bethesda used the global variable "PlayerHasActiveCompanion" (00145867) for this. That's what the Lone Wanderer perk relies on, as well as multiple quest and follower-related checks. There is also a second global for Dogmeat, which is "PlayerHasActiveDogmeatCompanion" (00145868), though that one appears to see less use.

For a bit of context, this is the perk entry condition for Lone Wanderer:

image.thumb.png.4d4eff428cd8139d84ec9aeb5de0e64a.png

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