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MKthot

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  1. I made this follower mod back when Oblivion first came out and it worked fine, but then I started fiddling with it and a bunch of stuff got corrupted/messed up, so I've been trying to recreate it from scratch using the scripts I used for the original mod. But I've run into a problem, and I've reach the point where nothing I've tried has fixed it, and I have no idea what I should even be looking for. So a quick breakdown of the mod: It's a follower mod that uses a "Follower" actor and a "Prisoner" actor. If the player loads the mod into an existing game, they can find the Follower at Wawnet Inn and proceed from there with recruiting them. But if the player starts a new game it starts a mini-quest where they'll meet the Prisoner (who is just a "rougher-looking" version of the Follower) who offers to help the player go through the starting dungeon (with the Emperor and the Blades). If the prisoner survives to the sewer exit, he says farewell to the player and stops following them (the Prisoner actor is disabled when the player exits the sewers), which allows them to recruit the Follower at the Wawnet Inn. Everything with the Follower is working, and everything with mini-quest seems to be working. If I talk to the follower without doing the mini-quest, everything works fine. However, if I complete the mini-quest and talk to the Follower and then try to talk to the Follower a second time, the game crashes when it tries to play the greeting. But, if I reload a save from before the first time I talked to the follower, then everything works fine, no matter how many times I talk to him. A few notes to make about the mod: - Both the Follower and the Prisoner have their own scripts and a "follower quest" with a script that controls the Followers inventory and the start of the Prisoner's mini-quest. - I used a short quest variable that increments through certain points in the mini-quest to determine what package the Prisoner should use (travel --> ambush to greet --> find --> follow --> ambush to say farewell --> wander) and what dialogue the Prisoner and Follower should have (the Follower will have a different initial greeting depending on if the player completes the mini-quest or not). I though this would be more efficient then setting up a whole quest for (what I thought would be) a simple interaction. - The Prisoner actor is initially disabled until certain point in the main quest (when the rats break through the wall). At stage 1 the Prisoner is enabled and travels to a point in the room where you first fight the Mythic Dawn, at stage 2 he ambushes the player to greet them, at stage 3 he finds his weapon and armor (a sword that adds some armor to his inventory, and a sack that gets disabled), at stage 4 he follows the player until the player gets close to a trigger by the sewer exit, at stage 5 the Prisoner ambushes the player to say farewell and reverts to a wander package until the player leaves the cell and he is disabled. - Most of the mini-quest script is handled through the Prisoner's control script (object script), with the exception of the first two stages being handled in the quest script (that was the only way I could get it to work correctly). - If the player refuses to help the Prisoner or gets to the sewer exit with the Prisoner then the Prisoner will be disabled once the player is no longer in the same cell as them, it also sets end-of-quest variable to one in the Prisoner's script that tells it to "Return" instead of running through the whole object script. - I've gone through the quest dialogue multiple times and verified the conditions are all pointing to the correct actors and variables, and the scripts are all correct. Again, all of this works if I either don't do the mini-quest, or reload a save after completing it, but before talking to the Follower. - Currently running the mod in the GOTY edition, not the Remastered. The only thing I can think of is that there's a memory issue, but I wouldn't know where to begin fixing that. The original mod runs fine, excluding the broken/corrupted bits, which aren't part of the mod's content. EDIT: Forgot to add that I'm not using any other mods with this, just running the base game, and I'm also not using any of the script extenders.
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