HazeMatt2447 Posted August 4, 2015 Author Share Posted August 4, 2015 Yes I did. Link to comment Share on other sites More sharing options...
DaemonGrin Posted August 4, 2015 Share Posted August 4, 2015 I am out of idea's other maybe change the priority of hired to something else. Continue watching the vid and maybe it will help you figure out what the issue is if no one else can. Sorry Mate,Geoff Link to comment Share on other sites More sharing options...
HazeMatt2447 Posted August 4, 2015 Author Share Posted August 4, 2015 Okay, just noticed something. If I switch my "quest" to 0, he'll talk and let me hire him, but if I switch it back to 1, I'm unable to talk to him. When I hire him without the quest, he won't follow me, but it acts as if he is hired. That mean anything? Link to comment Share on other sites More sharing options...
GePalladium Posted August 4, 2015 Share Posted August 4, 2015 (edited) You don't need this: Begin GameMode If [DoOnce != 1] Set HasBeenHired to 0 Set L38 to 0 Set CombatStyleRanged to 0 Set CombatStyleMelee to 1 Set IsFollowingDefault to 0 Set IsFollowingLong to 0 Set FollowerSwitchAggressive to 0 Set Waiting to 0 Set DoOnce to 1 EndIf End Set his combat style in the NPC window then you'll add all you need when you'll hire him (for the wheel). edit, and you don't need this neither: Begin GameMode if [b***DoOnce != 1] Set b***Hireable to 1 Set b***DoOnce to 1 EndIf End except if you need the variable b***hireable for something else, by default, your npc is hireable. just use bHasBeenHired when your follower is hired the first time it's enough: as condition of the 1st dialogue , add " MyNPC ID hasbeenhired == 0" (search in script variables) as script result of this dialogue "set MyNPCRef.HasBeenhired to 1". That way you can add to him a package type sandbox or gard, add this package to your NPC and as condition to this sandbox, just MyNPC.hasbeenhired == 0 Edited August 6, 2015 by GePalladium Link to comment Share on other sites More sharing options...
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