Ellderon Posted August 27, 2015 Author Share Posted August 27, 2015 That not a script at all. It just ownership. Just go to the item, say a bed. Click edit and look for the ownership tab. Pick currant follower faction. You can't pick a bed for each one and make them have their own room. They will use any bed nearby. But any other npcs can't live in it. And the mod you are looking for is my home is your home. If you want to make it alive, give them a small house. Give them a dinning area, a sitting area they can hang out and have fun. Place a garden outside so for my home users. The beds can have weapon displays for each own. I like your idea. But will "current follower" faction work with multiple follower mods?Or does it only affect current ACTIVE follower?What about inactive ones? And if it's just ownership, can't it be dynamicall set? Link to comment Share on other sites More sharing options...
Boombro Posted August 27, 2015 Share Posted August 27, 2015 If the npc or the pc is in a faction, they will also be expect if they were modded not to. The only way for a npc to work as a follower, is to be in that faction. can't it be dynamicall set?No idea, but will you bother with making it work for all followers of Skyrim and many patches for modded ones? Link to comment Share on other sites More sharing options...
Ellderon Posted August 29, 2015 Author Share Posted August 29, 2015 CufrrentFollower faction doesn't exist in the list in the CK. The only ones I found are PlayerFaction and DunPlayerAllyFaction Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted August 29, 2015 Share Posted August 29, 2015 CurrentFollowerFaction is the correct spelling your looking for. That faction is part of the DialogueFollower quest Alias for the follower.When adding CurrentFollowerFaction to a NPC AI Stack you set it as -1 When your register a follower into the DialogueFollower Alias then CurrentFollowerFaction flagged as 0 (due to it's stacked on the alias the npc is in) and doing Follower.IsInFaction(CurrentFollowerFaction) will return True. Dismiss the follower out of the DialogueFollower Alias then the CurrentFollowerFaction is -1 again (it's never actually changed on the NPC AI stack) and doing Follower.IsInFaction(CurrentFollowerFaction) will return False. Link to comment Share on other sites More sharing options...
Boombro Posted August 29, 2015 Share Posted August 29, 2015 Odd, you can set the ownership to none, ownership just stop NPCs from using an item. If the place filled with followers, it doesn't matter. Link to comment Share on other sites More sharing options...
Ellderon Posted August 31, 2015 Author Share Posted August 31, 2015 Making progress. First test of the valley and placing it in the world.So far so good. Need to add more trees and clutter, but it's hsaping up. The only issue I have is that the cliffs/mountins parts that form the grotto do not render past a certain distance..and the groto is only 2x2..maybe 3xe cells? Will make a vid once I pretty it up some more Link to comment Share on other sites More sharing options...
Boombro Posted August 31, 2015 Share Posted August 31, 2015 Press f5 to re-render those. Sadly I don't know any other solution. Link to comment Share on other sites More sharing options...
Tlaffoon Posted August 31, 2015 Share Posted August 31, 2015 Go to the preference tab in the CK then misc tab and change the number of cell loaded to 9,11,13, or 15. Should keep object from being culled when moving around in the CK Link to comment Share on other sites More sharing options...
Ellderon Posted September 1, 2015 Author Share Posted September 1, 2015 That's kinda the problem.I'm not talking about in the CK, I figured that out. I'm talking about testing the area in-game. In game, when I walk around, parts simply do not render untill I get closer.And only in this area. Link to comment Share on other sites More sharing options...
Boombro Posted September 1, 2015 Share Posted September 1, 2015 You mean no lod? Link to comment Share on other sites More sharing options...
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