So, yeah... I've been slacking off the last couple days. Not going into detail since no one cares, but a personal situation got worse a couple days ago, and I needed a day or two of not beating my head against the GECK to keep the chest pain under control (seems the incident six weeks ago left me permanently damaged. Joy.). About out of cartoons to waste time watching, though, so I'm going to end up drifting back into working on the NCCS later today.
Not everyone's as lazy as me, though. It seems Miss Herculine has figured out a way to let companions get in and out of the strip without taking robo-fire, and without touching a single base game script. Color me impressed.
*sniffle* They grow up so fast. Seems like just last week, she was asking about using factions to control dialog, and now she's using them to subvert dev scripting. I'm so proud. Soon, she'll be spouting snark and questioning the legalities of players' births, or insinuating they have Oedipal Complexes.
I've made the modifications to my own companions and the templates, and will try it out the next time I fire up the game, though since it has a 100% success rating going in her game, I'm confident that even if it doesn't work across the board, it will be the keystone that points us to the total fix.
I've also already corrected some dialog issues regarding the new container menus for the companions (sorry about that, Herculine). Seems I had forgotten to set them to only appear for members of NCCS, and random wasteland denizens had the options. Whoopsie. Let this be another lesson not to mod at five in the morning during an insomnia/depression bender.
Even with that done, I still have to make a couple of modifications somewhere to allow companions to be drug along with the player during one of the climactic battles of the main quest. The player is moved to said battle via script, and vanilla companions drug along.
Unfortunately, we can't call NCCS companions in the same way, since your personally made companions could be named literally almost anything. I've got an idea to set up their companionscript to allow them to move with the player when it happens... but with this screwy scripting engine, who knows whether the scripts will even fire correctly at the time.
Also, I'm hardly through most of the game quests myself, so if anyone knows of any times the player is forcibly moved by script other than in service to Mr. House, let me know via comment, email, or PM; so I can try to script out around it without having to resort to the ever-buggy teleport code block in a companion script.