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Posted

I have made a custom follower and I would like the 'follow me' option to only appear once the quest associated with her is done, is there anway to do this?

Posted

Yes. Easy.

 

Simply use a getstage condition on your follower dialogue that points to your quest with the required stage.

Posted

Yes. Easy.

 

Simply use a getstage condition on your follower dialogue that points to your quest with the required stage.

I understand what you're saying, but I have no control over the 'follow me' dialogue option as opposed to custom quest dialogue.

Posted

If it's a case that your using the unedited generic skyrim follower dialogue...

Then remove the PotentialFollowerFaction and CurrentFollowerFaction from your custom follower in CK.

Then use your own quest stage to add the follower PotentialFollowerFaction and CurrentFollowerFaction when needed.
This way the follower will only offer the native "Follow me. I need your help." dialogue when you want them to.

Posted (edited)

If it's a case that your using the unedited generic skyrim follower dialogue...

 

Then remove the PotentialFollowerFaction and CurrentFollowerFaction from your custom follower in CK.

 

Then use your own quest stage to add the follower PotentialFollowerFaction and CurrentFollowerFaction when needed.

This way the follower will only offer the native "Follow me. I need your help." dialogue when you want them to.

How do I do this? Does it require a script? I tried setting a condition that requires the quest to be at stage 40 in the PlayerFollowPackage but it didn't do anything.

Edited by Zylice
Posted

Do it in your Quest Stage 40 as a fragment.

So when your quest hits stage 40 it fires the fragment adds the required follower factions and relationship for your follower.

 

eg:

Actor Property myFollower Auto
Faction Property PotentialFollowerFaction Auto
Faction Property CurrentFollowerFaction Auto
myFollower.SetFactionRank(PotentialFollowerFaction, 0)
myFollower.SetFactionRank(CurrentFollowerFaction, -1)
myFollower.SetRelationshipRank(Game.GetPlayer(), 3)
Game.GetPlayer().SetRelationshipRank(myFollower, 3)

 

Can post a crude example esp if you want.

Posted

I tried

 

Do it in your Quest Stage 40 as a fragment.

So when your quest hits stage 40 it fires the fragment adds the required follower factions and relationship for your follower.

 

eg:

Actor Property myFollower Auto
Faction Property PotentialFollowerFaction Auto
Faction Property CurrentFollowerFaction Auto
myFollower.SetFactionRank(PotentialFollowerFaction, 0)
myFollower.SetFactionRank(CurrentFollowerFaction, -1)
myFollower.SetRelationshipRank(Game.GetPlayer(), 3)
Game.GetPlayer().SetRelationshipRank(myFollower, 3)

Can post a crude example esp if you want.

I tried the script but when I try to compile it says: no viable alternative at input '.'

Posted

Here's my example esp I tested what I posted above.

 

 

I just did a 10 minute knock up.

I created a NPC, didn't add the Follower factions to it.

Dropped the NPC into the Bannered Mare in Whiterun.

Created a quest, in the Quest Stages I created 2 Inexes, 10 and 40.

Index 10 I checked the box for Startup Stage.

Index 40 I checked the box for Shutdown Stage.

In stage 40 in the papyrus fragment box I put

 

;place holder

and then I closed the quest so it would generate an empty QF_XXXXXX fragment file.

Opened the quest again at Quest Stages Index 40.

Hit the properties button at the bottom of the Papyrus Fragment box.

In the Properties window that opens I clicked the Add Property.

In the box that opens i added the 1st property.

Repeat the Add Property so I have the 3 properties added.

 

Then I past in the Papyrus Fragment box

 

myFollower.SetFactionRank(PotentialFollowerFaction, 0)
myFollower.SetFactionRank(CurrentFollowerFaction, -1)
myFollower.SetRelationshipRank(Game.GetPlayer(), 3)
Game.GetPlayer().SetRelationshipRank(myFollower, 3)
Self.Stop()

 

Then because I'm not actually wanting to write a quest i decided to add a simple 1 line of Topic Info under the Player Dialogue tab.

I add a simple dialogue of "Finish your quest."

I add 2 condition to the topic info.

That this only shows dialogue when it's myFollower I'm talking to and that the quest is at stage 10.

I also add to the End fragment of the topic info

 

Self.GetOwningQuest().SetStage(40)

So when you click the "Finish your quest." while talking to my follower it moves the quest to stage 40 and adds the Follower faction and relationship rank, so my follower will now offer "Follow me. I need your help.

I also generated an SEQ file since the quest is a start up quest and it contains dialogue.

 

Editor names.

quest name: myFollowerQuest

actor name; myFollower

 

The followers name in game Maximus and you can find him in Whiterun Bannered Mare.

Does not contain the facegen data so his head will be a different color to his body.

(faceGeom dat was to big to include in the attached file.)

 

 

Posted

Here's my example esp I tested what I posted above.

http://forums.nexusmods.com/public/style_images/underground/attachicon.gifmyFollowerTest.zip

 

I just did a 10 minute knock up.

I created a NPC, didn't add the Follower factions to it.

Dropped the NPC into the Bannered Mare in Whiterun.

Created a quest, in the Quest Stages I created 2 Inexes, 10 and 40.

Index 10 I checked the box for Startup Stage.

Index 40 I checked the box for Shutdown Stage.

In stage 40 in the papyrus fragment box I put

;place holder

and then I closed the quest so it would generate an empty QF_XXXXXX fragment file.

Opened the quest again at Quest Stages Index 40.

Hit the properties button at the bottom of the Papyrus Fragment box.

In the Properties window that opens I clicked the Add Property.

In the box that opens i added the 1st property.

Repeat the Add Property so I have the 3 properties added.

 

Then I past in the Papyrus Fragment box

myFollower.SetFactionRank(PotentialFollowerFaction, 0)
myFollower.SetFactionRank(CurrentFollowerFaction, -1)
myFollower.SetRelationshipRank(Game.GetPlayer(), 3)
Game.GetPlayer().SetRelationshipRank(myFollower, 3)
Self.Stop()

Then because I'm not actually wanting to write a quest i decided to add a simple 1 line of Topic Info under the Player Dialogue tab.

I add a simple dialogue of "Finish your quest."

I add 2 condition to the topic info.

That this only shows dialogue when it's myFollower I'm talking to and that the quest is at stage 10.

I also add to the End fragment of the topic info

Self.GetOwningQuest().SetStage(40)

So when you click the "Finish your quest." while talking to my follower it moves the quest to stage 40 and adds the Follower faction and relationship rank, so my follower will now offer "Follow me. I need your help.

I also generated an SEQ file since the quest is a start up quest and it contains dialogue.

 

Editor names.

quest name: myFollowerQuest

actor name; myFollower

 

The followers name in game Maximus and you can find him in Whiterun Bannered Mare.

Does not contain the facegen data so his head will be a different color to his body.

(faceGeom dat was to big to include in the attached file.)

 

 

Thanks for the file and the explanation. I will give it a try. :)

Posted

It worked. Thankyou so much! :D

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