|
|
===================================================
She might be wandering off and falling to her death in the void. Check her AI settings, and make sure Wander distance is set to zero so she stays where you put her.
---------------------------------------------
I had roughly the same problem with a companion mod I did, only instead of disappearing (after all, she does accompany you out of the cell (Arielle's)), she would reset to her original position and status if any other mods were loaded AFTER the game had been saved with the companion mod loaded.
Problem on mine was not ONE particular mod that affected the cell that the companion was originally placed in (Arielle's in this case), but ANY mod that affected (made changes to) that same cell.
I eventually removed the companion and had the player do a PlaceAtPC to avoid further problems.
Something that Reznod told me a long time ago concerning this kind of "funkiness": "Put the NPC in a location that the player would not normally visit." That was very hazy wasn't it...
I am pretty sure that you do not want to put them in a cell that other mods CAN effect. I am also pretty sure you do not want to put them in a cell that the player has already been to. I am positive that you do not want to start both the NPC and Player in the same cell.
What I wind up doing now, is creating a new cell for the NPC, but that doesn't always work either. You build them a new house, and five minutes after you put the mod out, you've got complaints from people saying that your new building is half inside another building from some other popular mod...
...and on...
...and on...
My idea: Use a start script:
begin putNPCHere
if ( Player->GetDistance Arielle < 500 )
NPC_ID->PositionCell yada, yada, yada
StopScript putNPCHere
endif
end
PlaceAtPC could be used, or PlaceAtME...
Again, just an idea, and this could have as many problems as just sticking them in there, but this method makes no changes to that cell at all in the mod itself, so if these conflicts are because of initial placement in the mod, this should resolve the problem. However, if the problem is because of the save file, it won't.
Not for sure cause I haven't tried it yet, so it's just a suggestion at this point, but I've had no problems with companions that the player has to manually stick in the game (console + PlaceAtPC), and all this amounts to is an automated version of the same thing, so I have high hopes that it would work.
(One poster who answered the question was unidentifiable because of forum poster name deletions.)
|