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Animal follower - No Dialogue.


Kvarforth96

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Hi there, I will attempt to describe my problem and the steps I have taken either for the purposes of 'trying it out' or because I've seen or read about it in workaround videos and forum posts.

 

I appreciate any one taking the time to give this a thorough read-through and any assistance gained herein.

I have created an animal follower but cannot activate it, no dialogue tree at all.

Latest Skyrim version, purchased through steam.
Expansions - Dawnguard, Dragonborn, Hearthfire. Bought separately.
Creation Kit Version - 1.9.32.0
Mods -


Unofficial Skyrim Patch
Unofficial Dawnguard Patch
Unofficial Hearthfire Patch
Unofficial Dragonborn Patch
SkyMoMod
Lydia Face Preset
LydiaExchangeable Armor
SkyUI
SKSE
Dimonized UNP
FM - UNP Merchants, HHall Exterior and HaafingarHell
SkyTweak
Better Skill and Quest book Names
AchieveThat
Customizable Camera
Horde Falmers
HmmWhatToWear
Sounds of Skyrim - Wilds and Dungeon
ApachiiHair
Colorful Magic
BBD_More Magic
Isidoraa Follower
AutVictoria Merchant
Scrap Armor
SkyrimMoreSpawns
IMAGINATOR - Visual Control in game.

Disabled for testing this mod incase of dialogue interference -

BecomeKingof Skyrim
AssassinateAllEssentials
JobsofSkyrim

 

Spoilers used to save space. (DFFollower Source tagged correctly, not sure why it's not working)
These are the steps I have already taken.

UPDATE: - After starting over quickly, using TES5Edit I get this. - Skipped: KCGFollower.esp doesn't need sequence file

[Create SEQ file done] Processed Plugins: 1, Sequence Files Created: 0

And with Command line I get an Empty SEQ OR this error - MASTERFILE: Could not get file pointer for KCGFollower.esp , aborting automated process.


Anyone know what the problem is?

--Original post/problem--

TL;DR - Created Race (All correct to my knowledge), Used DialogueFollower Quest, All Dialogue through player dialogue. Created Seq (See Below), Added scripts to main Actor window (Test, See Below) and added Template PlayerFollower Package (T, s b). Created relationship, (T, s b) I've changed load order, saved and resaved, loaded and reload, clean saves. The works.

Chose actor - Death Hound (DLC1EncDeathHound). Duplicated Actor - ID: KCGFollower - Short name: Kvarforth
Boxes ticked - Essential and Unique
Race - KCGFollowerRace; Duplicated from original race (DLC1DeathHoundRace)
Skin - KCGFollowerSkin; Duplicated from original race (DLC1SkinVampireWolf)
NakedSkin - KCGFollowerSkinAA; Duplicated from original Armor Addon (VampireWolfAA)

Voice Type - CrDogDeathHound (Unchanged)

Actor Base - None

Stats - PC Level Mutl Ticked. 5-80. Class DLC1EncClassDeathHound (Unchanged)

Factions and Ranks - -1 CurrentFollowerFaction and 0 PlayerPotentialAnimalFaction
AI Attributes - Unaggressive, Helps Friends and Allies.Combat Style: CsWolf(?) (Unchanged)

 

Everything else left alone for now.

Quest > Generic > DialogueFollower (DF) > Player Dialogue
Branches :-
DFDismiss -
Ticked - Has LIP File (Unchanged) and Goodbye.
Conditions - Target:S, Function Name - GetIsRace: 'KCGFollowerRace' AND GetInFaction: "CurrentFollowerFaction". Both Valued at 1.00

End Papyrus Fragment - (pDialogueFollower as DialogueFollowerScript).DismissAnimal(). Complied.
Script Name - KCGFollowerDismiss - Type: Quest (Property Value), Value: DialogueFollower (Pick Object)

Source -

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment

;NEXT FRAGMENT INDEX 1
Scriptname KCGFollowerDismiss 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

 

DFFavourState -
Everything here is the same except for Fragment and Script/Source.
Fragment - akspeaker.SetDoingFavor()
Script - <<Using Default Script Value>>
Source -

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment

;NEXT FRAGMENT INDEX 1
Scriptname KCGFollowerFavor Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
akspeaker.SetDoingFavor()
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment

 

DFFollow -

 

Everything here is the same except for an extra Value, Fragment and Script Source.
Added Value - Target - S, Function Name - GetActorValue: WaitingForPlayer.
Fragment - (GetOwningQuest() as DialogueFollowerScript).AnimalFollow()

Source -

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment

;NEXT FRAGMENT INDEX 1
Scriptname KCGFollowerFollow 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

DFTrade -

 

Everything here is the same except for Fragment and Source.
Fragment - akspeaker.OpenInventory()

Source -

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment

;NEXT FRAGMENT INDEX 1
Scriptname KCGFollowerTrade Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(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

DFWait -

Everything here is the same except for Fragment and Source.
Fragment - (GetOwningQuest() as DialogueFollowerScript).AnimalWait()
Source -

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment

;NEXT FRAGMENT INDEX 1
Scriptname KCGFollowerWait 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



After reading about the "Dialogue Follower bug" online I proceeded to take the steps taken.
I loaded steam, edited the Creation Kits launch options to create the SEQ File corrected but my CK died every time.
(Added Dialogue views folder?)
So this time I did the TES5Edit method. Downloaded the program. Opened my mod and master files. Right Clicked my mod > Other > Created SEQ File. Done
Moved to Skyrim/Data/Seq

Still nothing. Cannot active dialogue. Follower just stands there.

So I here I opened the creation kit and tried some other options. I created a relationship as follows.

ID:KCGFollowerRelationship
Master NPC: KCGFollower
Child NPC: Player
Relationship Level: Ally
Association Type: None



Remade SEQ File. - No results.

Killed Uthgerd in Anger, SAVED GAME. *censored*. Lydia<3
Pocketed 100 Gold and letter. Framed it.


This time I added an AI Package as follows.

 

EditorID: KCGPackagetest
Template: FollowerPackageTemplate
All Default Public Package Data
Flags - Hellos to Player. Allow Idle Chatter(?) and Reaction to player Actions.
Everything else left to default.



Entered the game, Went to cell containing follower and it began to follow my character but nothing else.

So again I tinkered about and added the scripts into the ACTORS window itself.
Scripts - Papyrus Scripts -

KCGFollowerDimiss
KCGFollowerFavour
KCGFollowerFollow
KCGFollowerTrade
KCGFollowerWait



No change. Now I'm here. Any Suggestions? If you made it this far I salute you! Hope someone can help and I have given enough detail.

-Kvarforth CG.

Edited by Kvarforth96
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I do a lot of follower mods, and with human followers as well as Animals; they have to have a disposition of 4.

There is no script error from what I can see here; there might be, however, an internal Scripting error that forces the Relationship between the player and the follower that blocks it from being higher then 3, which is ally, where they will say how much they like the player... but will not have the proper follower dialogue.

 

Try targeting your follower and type "Setrelationshiprank player 4" -- If this does not work inform me immediately.

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I do a lot of follower mods, and with human followers as well as Animals; they have to have a disposition of 4.

There is no script error from what I can see here; there might be, however, an internal Scripting error that forces the Relationship between the player and the follower that blocks it from being higher then 3, which is ally, where they will say how much they like the player... but will not have the proper follower dialogue.

 

Try targeting your follower and type "Setrelationshiprank player 4" -- If this does not work inform me immediately.

 

No change from setting rank from console or setting disposition base, perhaps this has to do with the lack of SEQ now from my edit/update above?

Edited by Kvarforth96
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Question, on the Race that you created, did you check the box that enabled dialogue for that race? You probably did, but it never hurts to ask.

On general data under the race, Allow PC dialogue was ticked, along with unticking 'Can't open doors', should of added this part to my post. Bound to forget something.

 

I Also for the sake of testing changed the Voice type to allow for default dialogue.

Edited by Kvarforth96
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Addendum: This may hold some relevance; http://forums.nexusmods.com/index.php?/topic/675213-trouble-getting-animal-followers-to-work/

 

While in that thread the person didn't create a new race, it could actually be the voice that you're using for the follower. Try changing it to the default nord male voice or something that you know has all of the dialogue features without being unique (Hadvar, Farkas, etc). If that doesn't work, then it's not the voice set.

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Edit: We posted at the same time. Hm. That may be something in the SEQ then. Lemme see if I can't trudge up some things and get back to you.

I need to figure out how to remake my SEQ, Niether program will do it now.

 

UPDATE: - After starting over quickly, using TES5Edit I get this. - Skipped: KCGFollower.esp doesn't need sequence file

[Create SEQ file done] Processed Plugins: 1, Sequence Files Created: 0

 

And with Command line I get an Empty SEQ OR this error - MASTERFILE: Could not get file pointer for KCGFollower.esp , aborting automated process.

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Addendum: This may hold some relevance; http://forums.nexusmods.com/index.php?/topic/675213-trouble-getting-animal-followers-to-work/

 

While in that thread the person didn't create a new race, it could actually be the voice that you're using for the follower. Try changing it to the default nord male voice or something that you know has all of the dialogue features without being unique (Hadvar, Farkas, etc). If that doesn't work, then it's not the voice set.

Tried CrDogVoice and FemaleEvenToned. Niether produced results.

 

Added new dialogue to test it and even tried the additional condition GetIsVoicetype: FemaleEvenToned. Still didn't want to work.

Edited by Kvarforth96
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