Hm. No, I should delete that post; it'll just seem like I'm bragging about things I won't release...
Short version, this time:
(Don't bother checking your reader; I've learned not to hit post until I'm sure I want something read)
HC mode for companions works, mostly. It's been an uphill battle, but I've got it 98% reliable, and I think I know how to get the other 2%; it just isn't tested yet.
Trouble is, it doesn't work for NCCS.
Modifying script variables of an NPC isn't like moving them, or adding and removing factions. It turns out the engine has to be able to read the variables, or it won't edit them right.
This means that NPCs to be used in HC mode must be explicitly referenced. Which obviously I cannot do for NCCS.
I haven't abandoned the project by any means; and I am at least learning how to make the system work... it's just getting there from here that's the bitch.
I'd ask if anyone had any insight, but I'd be surprised if anyone did. No slight on anyone's intelligence; this is just another of those things that as far as I can tell, no one's done before.
This may be something I have to learn NVSE for; distasteful though it is to me.
I even went and looked through the highly vaunted Willow Companion -- who, judging by endorsements, is approximately fifteen times the companion that mine are -- and found that she doesn't have hunger or thirst, apparently. That or I need to go get my optical prescription updated.
Maybe I should teach the NCCS companions how to cook...
Ah, well; issue for another day.
The other issue is that the HC code and all its accompanying checks and such pushed the scripts that run my girls up over five hundred lines -- and they were originally simpler versions of the NCCS scripts. This would push NCCS up near 550; and I'm not sure the engine will handle it. I remember them running out of space around 500 once before.
So, I suppose at the moment HC-for-companions can be considered to be in neutral; until I figure out a new workaround.
Other planned new features for v1.0 are still on track, though; and I've recently run up a set of "living" AI packages similar to what CM used to make companions appear to live a normal life when not adventuring with you.