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[LE] Need help with NPC summon


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Greetings, I'm making a companion NPC that can be summoned with a spell, but I have a small problem with magic effects. In the creation kit, I can only select "summon a creature", a companion is being summoned, but I can't talk to him and he doesn't fight for me. In addition to this magical effect, there is also a "command summoner" and "grab actor". I think that maybe they will fit, but I don't know how to use them

 

I will be glad of any help or hint

Edited by TheDarkWearoner75
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It seems like you want a regular companion/follower with dialogue but to use a spell to summon them to you, perhaps temporarily. And not a conjuration summon such as an atronach which doesn't have dialogue from what I've seen. If so, then you don't want a conjuration summoning spell at all. You need to copy a basic spell and then add your script to it.

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Summoning spell is definitely a lot quicker to get working, if you would prefer help with that then just ask, but you must accept that there's no dialogue with that method. To achieve summoning for an actual follower with dialogue like I'm describing you need a few things: you need a working custom follower, a basic hidden room/cell to store the follower in, a scripted spell for summoning, and a custom quest containing the follower framework. This might sound daunting but it's really not that bad to setup, it just takes some learning.

To give you a general outline, start with adding your own basic follower to the game that uses the default framework, I linked a tutorial below - you must use a supported voice type, I linked a list for that as well.

When that follower is working right, you can move on to creating a very basic interior cell to hold them - google that if needed. When you have an inaccessible cell with a floor, place the follower in it.

 

You can duplicate any spell and magic effect combo based on the fx that you like, the important thing is to change the 'magic effect - effect archetype' to script and then add a script to the magic effect, which contains code to move the follower out of your hidden cell. Here's a simple script to get started:

ScriptName SummonFollower extends ActiveMagicEffect

Actor Property Follower Auto

Event OnEffectStart(Actor akTarget, Actor akCaster)

    Follower.MoveTo(akCaster,0, 150.0 * Math.Cos(akCaster.GetAngleZ()), akCaster.GetHeight() + 3.0)

EndEvent

Once you add your follower in the properties window, this script will simply drop them in front of you when the magic effect begins. You can certainly improve on this script and effect in several ways.

Setting up the quest for your own follower framework is required so it can follow you without being recruited into the default follower system. The follower dialogue for it also needs to be created in this custom quest. It can by copied from the original follower system in a couple of ways. If you get to this step I'll explain further. I'll mention that you can learn how to make a follower framework by analyzing the original follower system contained within the DialogueFollower quest. That's how I learned how to make my own frameworks.

 

Follower tutorial: https://www.youtube.com/watch?v=AlepT3rQ8LI
Supported voice types: https://forums.nexusmods.com/index.php?/topic/964801-modder-reference-for-follower-voices/
Magic effect window: https://www.creationkit.com/index.php?title=Magic_Effect

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  • 8 months later...

Good time of day, I'm just working with this npc thing and I'm missing one important thing, namely a silver Maltese cross to hang on his clothes

 

I have been trying to make it for a long time, I downloaded a 3d model of the cross and am trying to make textures for it, but it just does not work, or rather they do not show up on the cross

 

I tried to find a solution on the net, but there seems to be nothing about it at all

Can you tell me any solution to this?

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