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Inventorybongo

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  1. Hi, I've been using the creation kit, and I've been creating a follower. I want to create a quest that imitates the dawnguard rescue quests (DLC1RH06), which spawns furniture BoundCaptiveMarker that bounds an NPC. I want to use that idea as an introductory quest to a follower, which you can free the NPC as a temporary follower, which you can then recruited the NPC as a fully-fledged follower. I have tried some papyrus coding but my progress feels like I always come back to sqare one. I would be grateful if anybody give me some advice, thank you. This is the embarassing script I tried to used, but it seems it goes no where. Scriptname MXMeeting extends Quest ReferenceAlias Property Alias_TeshCloakingMessage Auto ReferenceAlias Property Alias_Follower Auto ReferenceAlias Property Alias_CaptiveFurniture Auto GlobalVariable Property MX00TeshFollowerRecruited Auto Quest Property MyFollowerFramework Auto ; === STAGE 0 === Function Fragment_0() ; Start of quest — move follower to furniture, restrain them Actor follower = Alias_Follower.GetActorReference() ObjectReference marker = Alias_CaptiveFurniture.GetReference() if follower && marker follower.Enable() follower.MoveTo(marker) follower.SetRestrained(True) follower.IgnoreFriendlyHits(True) follower.EvaluatePackage() endif EndFunction ; === STAGE 50 === Function Fragment_50() ; Player has freed the follower Actor follower = Alias_Follower.GetActorReference() if follower follower.SetRestrained(False) follower.SetPlayerTeammate(True) follower.EvaluatePackage() endif EndFunction ; === STAGE 70 === Function Fragment_70() ; Trigger ForceGreet scene (you set up in the CK separately) ; Optional: Add logic to check location or triggerbox ; You could instead use a triggerbox script for this step EndFunction ; === STAGE 80 === Function Fragment_80() ; Recruitment is now allowed Alias_TeshCloakingMessage.Clear() MX00TeshFollowerRecruited.SetValue(1) MyFollowerFramework.SetStage(10) EndFunction
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