Niborino9409 Posted December 5, 2021 Share Posted December 5, 2021 Hi, I am trying to figure out how to add AI packages I have made onto my follower. Feels like I am overlooking something very simple. Some people seem to use quest aliases since you can have ai packages on them. I just don't know the "correct" way to do it. Or correct for my skill level at least. Which is very low in terms of scripting :sweat: Link to comment Share on other sites More sharing options...
Sphered Posted December 6, 2021 Share Posted December 6, 2021 Its the only way to make a dynamic actor use a package not on their base in the CK WhateverQuest.ForceRefTo(Nazeem) If multiple quests hold a reference the quest with top priority controls AI. At least I am 90% sure there. Might be some exceptions, little dusty on that Link to comment Share on other sites More sharing options...
Niborino9409 Posted December 6, 2021 Author Share Posted December 6, 2021 Okay, thanks :) Link to comment Share on other sites More sharing options...
dylbill Posted December 7, 2021 Share Posted December 7, 2021 If you don't mind using SKSE, actorUtil from the PapyrusUtil mod has a bunch of package functions, such as AddPackageOrverride and RemovePackageOverride Link to comment Share on other sites More sharing options...
Tasheni Posted December 7, 2021 Share Posted December 7, 2021 https://www.creationkit.com/index.php?title=Category:Packages Packages are processed in this order: - quest alias packages- quest alias package overrides- actor package- actor package overrides Means packages directly on an actor will override the packages of the quest alias. For followers you could attach packages directly to the actor that trigger before follower is recruited and if he's dismissed. Set conditions to the appropriate quest stage of your follower quest. If the follower is recruited, he may behave different. Attach these packages to the alias. Link to comment Share on other sites More sharing options...
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