Jump to content

Need help with follower packaging, house, marriage housequest?


Recommended Posts

I made a house, and a 'basic' marriageable follower(no special dialogue or anything like that, though heck yes I have 'plans'/wish to someday make him as epic as Inigo and Kaidan and the like).

 

What I'd like to happen is he literally just waits in the abandoned prison; you find him there, recruit him, and then when you dismiss him, he heads to the house rather than the prison. He owns the house, and idles there and everything-but you can visit and chill if you'd like-, and then when you marry him, the game recognizes that its a house-ie the 'go check out your spouses' home' quest completes; and you can use the bed and all the items and have the bonuses when you rest-and you could also move him to one of your vanilla/hearthfire homes if you want to, no problem.

 

 

I've tried all kinds of things and looked around for answers but my googling and searching skills aren't that great I guess or its all very confusing, and I just... I don't know what to do.

Right now, I've got

-him to seemingly wait forever, and then to forcegreet you when you go to the prison and you're close enough; and you can just recruit him on the spot.

-When you dismiss him once out of the prison if you want to, he heads to the house, and idles there and that all seems to work fine. As far as I know, he doesn't return to the prison at all.

-You can marry him, he has the 'oh move to my house' dialogue, the daily meal, the store.

-he uses his custom class and stuff just fine too I think so that's all good.

-----

-Follower has/is in potentialmarriagefac, currentfollowerfac, dlc1potentialvampirefac, potentialfollowerfac.

-I made/edited my own packages for the forcegreet, and then for the housestuff, made/edited packages/used as example faendal's hunt, eat, and sleep packages, and then a sandbox/homeowner package.

-I made Locations for the interior and the exterior of the house as well as a mapmarker on the outside;

-both Locations have the loctypehouse, loctypedwelling, and loctypeplayerhouse keywords. And maybe another one I can't remember right now.

-Both are linked to the mapmarker/reference it. Interior is parented by exterior, exteriors parent is Falkreath Hold.

-I gave the inside and outside main/front doors the HouseMainDoorreftype keyword thing.

-there are a few xmarkers, one on the outside saying this is where he's to come and homeowner sandbox, one inside for spousebedkeyword, and another inside for the 'interior' for packages or something.

 

BUT, -and I've tried making things mine, his, playerfaction, different loctags, looked at other packages that might example, etc...

-if you dismiss him when in the prison, he just keeps following you(I *think* that time was also after I already dismissed him and he'd gone to house then I'd re-hired him maybe)? and acts a bit like he's just at home, though at least he doesn't start Forcegreeting again. You can tell him to follow you again and all is chill.

-when you get the quest 'go see spouses' home' after marriage, and you go to the house, it never completes/doesn't actually recognize the house.

-Nor, as far as I can tell with already having hearthfire/vanilla home, can you say 'oh I already have a home lets move here instead.'

-also, I can't get the bed to, once you're married to him, have well-rested/lover's embrace or comfort or whathaveyou. I want the bed to be 'his'; but once you're married, it's yours too and you get those spells/perks/things. I've tried player owned, player faction, him, housebedreftype, etc. But only get rested.

-if I have him 'own' the interior ofc, everything is 'Steal' even after marriage.

-Also I'm not understanding the Persistent location thing correctly. If I have him start in the prison, but then he moves to his house once dismissed, or maybe want him to move in with me and just pretend his house doesn't exist, should I not have persistent location as his house? Should I have it as the prison? or not at at all?

 

How do I make him the 'boss'/own the house so that the game and marriagehousequest recognizes that its his house and changes it to 'ours', even though he's 'starting'/waiting in the prison? I want it to always be his house though if we *don't* get married, like it could go on being just his house, or it could be our house, or we could live somewhere else.

 

I hope this all made sense/anyone can read it okay; this is literally my first follower and all the package and link things and all those terms and twisty stuff is very... well. Twisty, for my brain and I have a hard time understanding it and how to make it all work even looking at what guides and things I could find. I'm hoping that it doesn't involve a lot of quest and more complicated packaging stuff because that was *really* something that goes over my head-I've made some small housemods, and I keep them small and simple because I have such trouble with the rest of it.

But this guy, I really want to make him in what ways I can, and it all mostly/almost works. I'm so close >..<

 

If anyone replies, thank you so much; but also apologies if I still don't understand. I would like to, I will try to, cause I really wanna make this guy work on at least these basic levels(real quests and voice stuff is superrr beyond me), so I am asking for help, but also. yeah. Brain things.

Link to comment
Share on other sites

So I made the two interior cells 'his' again-shack interior and cellar-and also made and added him to a custom 'house' faction that I noticed people like ysolda had? Maybe some other stuff I forget..

Started game up again on alt start so I owned honeyside, went to abandoned prison. Couldn't find him.

 

Went to his house, waited a bit, eventually he showed up. I checked to see if he had follow dialogue, and then put on my amulet of mara. he was all 'eyy let's get married' and so we did; and there was dialogue this time for honeyside or his house.

Chose honeyside first, got there; then there was the 'gonna make a store/move to other house' dialogue. We moved to his house.

But once again, the 'check out spouses house' didn't complete, and everything in his home is still marked as stolen.

 

--

update 2

Made sure to change locations and interior cells ownership to his custom home faction, maybe something else. Tried different packages for 'wait, then forcegreet' stuff.

Went in-game

Same as last time, both marked as persistent and not persistent location of house, different wait in prison packages he didn't show up in prison and I had to go to his house. The marriage things worked fine...

until I got to moving to his house from Honeyside, and then ofc when I went to his house the 'check out spouses' home' quest never completed/house wasn't recognized.

BUT

I was able to access it without taking one of the keys and nothing was marked as 'Steal', and the bed gave well-rested when he wasn't with me, and lovers embrace when he was;

but... he kept referring to me as 'friend' and such things-'come on in friend!'- when idling around in the same breath/next breath referring to me as 'love'/using Lover dialogue.

Edited by Rosehla
Link to comment
Share on other sites

For setting the house up to be suitable for kids etc, if you don't use 'Hearthfire Multiple Adoptions' Download it and look at the 'ReadMe' for modders. It sets out everything, including the spouse stuff. Very handy.

 

As for why the house bit isn't working, I've had a quick look at the marriage quests and I've seen one good reason.

 

When the marriage quests start, the house, house door, and house centre marker aliases are all flagged as 'Optional', so the rest of the quest will run, even if they are not filled. The quest tries to fill them by picking suitable objects in the same editor location as the 'love interest' alias... in other words, in your case, the prison. It needs them to have very specific location ref types, so it won't assign a prison door as the marriage door... it just won't fill the alias, as it's optional. if you look at all 'love interests' who own a home, their editor location is inside that home.

 

The bed is different. The potential spouse has it as a linked ref with the 'SpouseBedKeyword'. The marriage quest follows this link and assigns this as the marriage bed, regardless of the 'love interest's' editor location. This fits with the bed bonuses being granted but the rest being wonky.

 

At the end of the wedding quest, the scripts can't assign the player to the house ownership faction, since it's tried and failed to make the marriage home the prison, so all his stuff is 'steal' and he doesn't have the married dialogue either.

 

My suggestion would be to move your NPC into his house in CK. Make a new quest and add him as an alias to this quest. Add an XmarkerHeading to the prison. Add this as an alias to the quest. Give him an alias package to sandbox around the XmarkerHeading. The quest can be start-game enabled (it will need an SEQ file) or any event you like. Don't give it any type, so it won't show up in the player quest log... it's effectively hidden. I'll call it 'MyHiddenQuest' from now on.

 

Now in the start-up stage papyrus fragment of MyHiddenQuest use the 'Alias_MyNPCaliasName.GetReference().MoveTo' command and move him to the Xmarkerheading. He should then be plonked into the prison and start sandboxing there. If you don't move him he should just plod from his house to the prison, but moving him is quickest and best, or else he could be half-way there when the player arrives! His editor location hasn't changed. It is still the house.

 

Add another stage to complete MyHiddenQuest. Mark it as 'Complete Quest'. Once it completes he will no longer run his quest prison package, he will revert to his normal packages relating to his house, the wedding or his follower package, whichever takes priority.

 

Choose any stage or dialogue papyrus fragment you want from any of your other quests and add a line to set the completion stage of this quest. before trying to do this open up the quest script and add the quest property for MyHiddenQuest below all the papyrus script fragments. If you don't do this your stage fragment will not compile.

 

Quest property MyHiddenQuest auto

then in the Fragment: MyHiddenquest.SetStage(StageTo Set)

 

You'll want to flag his alias in any other quest as 'Allow Reserved' to be sure that they'll run, although they should so long as you don't flag him as reserved in MyHiddenQuest.

 

Boom! He either follows you, marries you or just potters off home. He won't stay at the prison. Not only that but his editor location is still his house, so all the house, door, bed and centre markers should allow the marriage quests to fill their aliases correctly.

 

Edit: after making these changes, test on a save that hasn't seen your mod, or else it may still not work. Added the guide to make it easier if you haven't got it.

 

Link to comment
Share on other sites

Hello here too!

I put follower in house like you said/got him in the house; and I 'named' a quest and was able to make the two alias-the follower alias with a sandbox for the xmarkerheading, and the xmarkerheading alias; but could not do anything else for it(papyrus stuff for quest) because I still just do not understand and things I tried just did not work. >..<

Edited by Rosehla
Link to comment
Share on other sites

Without the papyrus fragments it won't work. the 2 quests must be linked together.

 

For anyone reading this I am sending PMs to Rosehla. If I think more info is needed for other readers, I will post here, too.

 

No worries, Rosehla, we'll get this sorted!

Link to comment
Share on other sites

It's all still far too confusing for me; so I've just decided to stick to making simple housemods, so, i guess this thread can be 'closed' or something.

Thank you cumbrianlad for trying to help me out

Link to comment
Share on other sites

Yep.

 

That might be a good idea.

 

I started making little dungeons and very simple player homes. Once I'd mastered that I started learning making textures, Nifskope, voice recording and tried to improve my feeble powers of Papyrus scripting.

 

It took me a long time to get good enough to upload a mod to Nexus and there are still things I'd like to learn.

 

Sorry I couldn't get across how to sort your problem. I could do it myself pretty quickly, but you'd learn nothing from me doing it for you.

 

Enjoy your modding! You'll enjoy it much more when you're not battling with complex things all the time.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...