English isn't my native language, so I'm sorry for any mistake I will do.
I followed some tutorial to create a animal follower, I named him Bert and he's a Sabre Cat.
Basically, the mod works but there are still some problems I want to remove. I just want the basics: He should be able to join me and after that I want to decide whether I want to send him home, to make him wait and I want to open his inventory for exchanging things.
I can talk to him but I have to press E twice to open the dialogue box but I could live with that. But when the dialogue starts I already have 3 options: "Wait here.", "Go home." and "Do something for me please."
When I choose "Wait here." magically the option "Follow me." appears.. and if I press "Follow me." he starts following me like it is supposed to be. What did I do wrong? I just want the option "Follow me." first and then the other 3 should appear.
But there's the next problem: I can't open his inventory, theres no option for it.
BertFollow

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname BertFollow Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE (GetOwningQuest() as DialogueFollowerScript).AnimalFollow() ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment
BertDismiss

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname BertDismiss Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE (pdialoguefollower as dialoguefollowerscript).dismissanimal() ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Quest Property pDialogueFollower Auto
BertWait

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname BertWait Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE (Getowningquest() as dialoguefollowerscript).animalwait() ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment
BertTrade

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname BertTrade Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_1 Function Fragment_1(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE akspeaker.OpenInventory() ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Altered Dog Follower Script in Actor Window
BertTalkDialogue
Scriptname BertTalkDialogue extends ObjectReference
{Allows the player to recruit Bert.}
DialogueFollowerScript Property DialogueFollower Auto
GlobalVariable Property PlayerAnimalCount Auto
;Actor property BertFollower auto
auto state Waiting
event onActivate(objectReference AkActivator)
;if player does not have an animal, make this animal player's animal
If PlayerAnimalCount.GetValueInt() == 0
(DialogueFollower as DialogueFollowerScript).SetAnimal(self)
EndIF
endEvent
endState
state done
endstate
Some of the things from the tutorial seemed illogical to me (like some of the conditions) so I tried to change them but it just makes it even worse.
If you need more information, feel free to ask.
Thanks in advance!
Well, got it to work by following a different tutorial..
Edited by ButtaSkyrim, 03 February 2014 - 04:56 PM.



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