I know, one would think I'd have the new code fully integrated into the master, and perhaps a new beta release - what with me extolling the virtues of the new stuff and all the other day.
Trouble is, the way I had originally set it up, I didn't like the way companions "popped in" when you crossed a cell barrier in the open wasteland. They tended to end up in front of you a lot.
So, I rewrote the code, and added a check on the player's Z axis heading; along with some code that moved them around based on which quadrant of the compass you're facing. Seems to work correctly; though I only set up the heading check for exterior cells. In an interior, the companion will only pop in one time - since the cell barriers are doors in an interior and all.
Thus far, I've had the code running from game start, up to Sloan, back down to Primm, across Primm Pass, north through Novac, Freeside, and into the Strip and the Lucky 38.
Picked up my Suite in the Lucky 38 at level three. No crappy Novac motel room for us this time!
Before I do any releasing, I still want to try out the casinos. I'm hoping that this new code will completely preclude the need to monkey with existing game scripts.
I'm also learning more about the engine, still. I've worked up a new theory on why the quest script seems to "freeze", but I won't bore you guys with it.
The 'return to' code works correctly for both Lucky 38, and Novac motel room, as well. The option to send the companion back to those will only appear if the room in question has been obtained. Those are the only two explicitly stated player houses that I'm aware of in the base game. If anyone knows of others, let me know about them and I can probably get the option added.