_Nightfire_
2006-03-18 10:40:21 UTC
#11813
This one isn't related to XP though.
On some quests earlier, my animal companion got stuck in certain mini-transition areas inside of other areas, and basically got lost. I thought that companions teleported to you after you're a certain distance away, but instead he sat at the door transition.
So maybe add a /o command where it teleports your animal companion or familiar to where you're at? That way they won't get stuck.
I'm not sure if this can be abused though.
Coldburn
2006-03-18 12:42:17 UTC
#11816
_Nightfire_
This one isn't related to XP though.On some quests earlier, my animal companion got stuck in certain mini-transition areas inside of other areas, and basically got lost. I thought that companions teleported to you after you're a certain distance away, but instead he sat at the door transition.
It is normal for such transitions. I don't know if there's another way around it, seems to me like a Bioware bug. But below mentioned solution would be a good solution, I think.
_Nightfire_
So maybe add a /o command where it teleports your animal companion or familiar to where you're at? That way they won't get stuck.I'm not sure if this can be abused though.
I'm pretty sure it can. But abusing is laming, and that's sad to do.
Thrawn
2006-03-18 14:29:17 UTC
#11823
This can be abused even more than unsummoning can. I'd be worried people would use it to get their companions out of trouble via teleport.
DruQks
2006-03-18 14:40:47 UTC
#11828
Maybe put in a "not usable while fighting" thing or something similar?
chaosprism
2006-03-19 02:30:09 UTC
#11906
Yes if it was a dialog conversation widget thing it wouldnt operate in combat (it would say it's busy)
But yes it's a bio bug thats been around since day dot and hasnt been fixed (it's extremely annoying so I've never understood why they've ignored the bug reports for it)
Probably something to do with inside area transitions.
The other annoying thing about familiar/companions is the reverse problem.. when they follow you INSIDE a pub after you've told them to "SIT" or "STAY", that one is just a design flaw.
They should only "teleport through transitions" if they're in "follow master mode or guard me mode"
_Nightfire_
2006-03-22 03:11:01 UTC
#12424
I think the convo thing could work, it'd prevent exploiting it.
After all, many areas like the mines have little tunnel transitions inside of the area which throw off animal companions, and you see lots of similar things in the majority of the quests. It's a slight annoyance. >.<
Anonymous
2006-04-07 10:46:39 UTC
#14215
Jumping companions/famliars etc to the owner really needs to be implemented (Talus command is the obvious choice). It would be easily coded -- there is the obj_jump_location code that is on certain placeables that pretty much does this already.
If teleporting is only possible when not in combat should make it relatively abuse safe -- at least not more abusable than the fact you can already summon animal companions out of nowhere. Am I missing something?
Paha Poika
2006-04-07 13:02:24 UTC
#14220
Well if someone summons animal companion with me inside the town in some house or similar, I'll be on very awkward situation. Companions are not magical creatures that jump out of portal. They are like their name already says, companions. Living creatures. I don't even summon my companion inside town or places that it couldn't be in. That is only how I see it.
_Nightfire_
2006-04-07 13:23:19 UTC
#14225
Occasionally I've summoned my creature a bit late if I knew that on the way to a certain destination he would get caught up.
Kotenku
2006-04-07 20:26:22 UTC
#14258
Perhaps a way of having the companion automatically jump to the player after they become seperated by a certain distance? While taking into account whether or not the animal is in combat, or if it was told specifically to stand it's ground.
Thrawn
2006-04-14 18:54:19 UTC
#15014
I think I'm just going to recommend using slay living on your companions until they learn to do what you want.
Arkov
2006-04-14 20:08:18 UTC
#15025
While the slay living route is indeed quite a viable option, and one that I do quite recommend, the command will also be added to Talus shortly. It will only function outside of combat, to prevent abuse/exploits. We may add other restrictions to it if there are other issues later on.
Leurnid
2006-04-14 22:12:10 UTC
#15043
I thought I read about a bit of script or a setting on transitions that would allow henchmen and followers (including familiars) to go through area transitions with the PC...
Is there such a thing, or has all that pixel crack finally gotten to me?
Arkov
2006-04-17 11:26:32 UTC
#15324
This has been added as of v530.
"/o c recall_associates"