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 - 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 - DFFavourState - Everything here is the same except for Fragment and Script/Source. Fragment - akspeaker.SetDoingFavor() Script - <<Using Default Script Value>> Source - 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 - DFTrade - Everything here is the same except for Fragment and Source. Fragment - akspeaker.OpenInventory() Source - DFWait - Everything here is the same except for Fragment and Source. Fragment - (GetOwningQuest() as DialogueFollowerScript).AnimalWait() Source - 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 - 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.