Guest deleted2027229 Posted April 1, 2022 Share Posted April 1, 2022 This would be incredibly useful, if not more useful than existing companion mods. Link to comment Share on other sites More sharing options...
kingtitan Posted April 2, 2022 Share Posted April 2, 2022 After clicking on the NPC in the console screen: addscriptpackage FollowPlayer Link to comment Share on other sites More sharing options...
ArmlessWunder Posted April 2, 2022 Share Posted April 2, 2022 You could even go as far as to create generic topics that add the script package. This way you just talk to any npc, tell them to follow/wait/go back. Additionally a spell could be used, whatever strikes your fancy. Link to comment Share on other sites More sharing options...
Guest deleted2027229 Posted April 2, 2022 Share Posted April 2, 2022 (edited) You could even go as far as to create generic topics that add the script package. This way you just talk to any npc, tell them to follow/wait/go back. Additionally a spell could be used, whatever strikes your fancy.How do I do that? Can you confirm or deny Kingtitan's method works? I haven't had chance to try it yet. Edited April 2, 2022 by WanderRA Link to comment Share on other sites More sharing options...
ArmlessWunder Posted April 2, 2022 Share Posted April 2, 2022 (edited) You could even go as far as to create generic topics that add the script package. This way you just talk to any npc, tell them to follow/wait/go back. Additionally a spell could be used, whatever strikes your fancy.How do I do that? Can you confirm or deny Kingtitan's method works? I haven't had chance to try it yet. I have not tested such a method, as my followers will use flags too control when they will use a 'follow' AI. EG: I have created a package which makes npc follow player, but they only perform the package if follow == true. (this belongs in the conditions block of the package)Follow is set as a script variable on the NPC. set followerRef.follow to 1 ;1 means follower begins following followerRef.evp ;makes the follower update their AIBut I imagine if you were to go the dialogue route, the script would look like: addScriptPackage FollowPlayer evpOf course, you will want to add topics to dismiss the follower as well: removeScriptPackage FollowPlayer evpIt will be a bit of work to sort out the details but this may be useful as a starting point Edited April 2, 2022 by ArmlessWunder Link to comment Share on other sites More sharing options...
Guest deleted2027229 Posted April 2, 2022 Share Posted April 2, 2022 (edited) I tried addscriptpackage followplayer via the console after clicking an NPC and it didn't work.... any idea why it didn't work if it's an actual command the game uses? Edited April 2, 2022 by WanderRA Link to comment Share on other sites More sharing options...
ArmlessWunder Posted April 2, 2022 Share Posted April 2, 2022 Try using evp on the npc afterwards. It will cause the npc to refresh its AI.Besides that, there may be conflicting ai packages with higher priority than the one you are trying to add. Link to comment Share on other sites More sharing options...
Guest deleted2027229 Posted April 2, 2022 Share Posted April 2, 2022 (edited) That's too bad, console command for companions would make all companion mods obsolete. I really just want to recruit a guard here and there, nothing too deep or fleshed out. Edited April 2, 2022 by WanderRA Link to comment Share on other sites More sharing options...
Striker879 Posted April 3, 2022 Share Posted April 3, 2022 Take a look at Fluffy Follower Frill (by no means perfect but it works ... look through the comments for an idea of some of it's limitations). Using the console (addscriptpackage 9828a) is less reliable than Fluffy and has even more limitations. Link to comment Share on other sites More sharing options...
ArmlessWunder Posted April 3, 2022 Share Posted April 3, 2022 In OBSE there appears to be several powerful functions related to manipulating packages listed here Look under AI Packages. I'm willing to bet you could make it work if you spent enough time on it. Link to comment Share on other sites More sharing options...
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