Timeranger Posted August 10, 2015 Share Posted August 10, 2015 Basically I'm looking for a Tutorial on how to give a follower a second storage, so I can give the follower items but he/she will not use it. I know "Sofia- The Funny Fully Voiced Follower" has one and Willow in FONV has one too. Thxs up front for any help. Link to comment Share on other sites More sharing options...
djjohnjarvis Posted August 10, 2015 Share Posted August 10, 2015 Well I can tell you how I did it for Sofia. Basically her second storage is actually a chest and when you select the dialogue option for it a script triggers which activates the chest. So you will want to create a chest and add it anywhere you like in the game world but preferably where the player won't see it. Then add a quest alias that references that chest and in the line of dialogue you have set up for the storage add a script that simply calls the activate function on the chest alias like this so the player activates the chest: StorageChestAlias.GetReference().Activate(Game.GetPlayer()) Link to comment Share on other sites More sharing options...
scrivener07 Posted August 10, 2015 Share Posted August 10, 2015 From the horses mouth. Link to comment Share on other sites More sharing options...
Timeranger Posted August 11, 2015 Author Share Posted August 11, 2015 Well I can tell you how I did it for Sofia. Basically her second storage is actually a chest and when you select the dialogue option for it a script triggers which activates the chest. So you will want to create a chest and add it anywhere you like in the game world but preferably where the player won't see it. Then add a quest alias that references that chest and in the line of dialogue you have set up for the storage add a script that simply calls the activate function on the chest alias like this so the player activates the chest: StorageChestAlias.GetReference().Activate(Game.GetPlayer()) Great thxs Ill do that. I love Sofia. I have her on one of my characters. :) Link to comment Share on other sites More sharing options...
vin2579 Posted September 16, 2017 Share Posted September 16, 2017 (edited) Well I can tell you how I did it for Sofia. Basically her second storage is actually a chest and when you select the dialogue option for it a script triggers which activates the chest. So you will want to create a chest and add it anywhere you like in the game world but preferably where the player won't see it. Then add a quest alias that references that chest and in the line of dialogue you have set up for the storage add a script that simply calls the activate function on the chest alias like this so the player activates the chest: StorageChestAlias.GetReference().Activate(Game.GetPlayer()) Tried my best but couldn't get it working, could anyone break down the exact steps a bit further? I feel like I'm missing something (and there's no real guide on how to create a second storage for your follower in the first place and this thread is the most help I've found so far) "Starting 1 compile threads for 1 files...Compiling "TIF__04001D96"...H:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\TIF__04001D96.psc(9,36): extraneous input 'D8F' expecting RPARENH:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\TIF__04001D96.psc(9,70): extraneous input 'D8E' expecting RPARENNo output generated for TIF__04001D96, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__04001D96" When trying to compile the script Edited September 16, 2017 by vin2579 Link to comment Share on other sites More sharing options...
Kapteyn Posted September 16, 2017 Share Posted September 16, 2017 (edited) I have a mod which uses a shout to bring up a crafting menu. Crafting is irrelevant, but on the menu is a link to a chest.https://www.nexusmods.com/skyrim/mods/86360You could possibly use this method as a basis, maybe the script in particular (source is included in the download). In fact, you could use the PEX file if you don't want to compile your own, using the existing references as I have done. So instead of using a menu, you add an option in the dialogue which triggers the quest, and that triggers the script. I know that's vague, but my knowledge of scripting is very limited so I can't really help much more than this. @ vin2579 - I think you're trying to use an object ID as a property name. I think, but I don't know, that you need to reference the object in the editor, you do this on the thing which is calling the script in the first place. That is where the ID is, so what you put as the property in the script is the reference, not the ID. Something like that, it's all new to me as well. Edited September 16, 2017 by Kapteyn Link to comment Share on other sites More sharing options...
vin2579 Posted September 16, 2017 Share Posted September 16, 2017 (edited) Thanks very much for the info Kapteyn,I think that's what I'm missing. Not sure whta I'd do with a CraftyMenu.psc file from your crafting menu but for the stuff I put into the end papyrus fragment box https://i.imgur.com/pyVTJvp.png I know to put the reference in () from the "StorageChestAlias.GetReference().Activate(Game.GetPlayer())" line but can't seem to find anything that works for the name/number (tried everything I could think of at least). Any idea where I find/create that? EDIT: i'm presuming this is the page/part you meant from your first post? https://imgur.com/a/2R4tb Edited September 16, 2017 by vin2579 Link to comment Share on other sites More sharing options...
Kapteyn Posted September 16, 2017 Share Posted September 16, 2017 (edited) You'll have to excuse me because I pretty much exclusively use TES5Edit, CK for example I only use as and when necessary. Sorry, it's not a quest I'm doing with mine... it's a Magic Effect. Same difference really, the Virtual Machine Adapter handles it. Doing this via a dialogue quest will be more difficult, I don't know how to go about that but this is how I did it... So if you see, the reference is "OptionI" in this case. The actual ID of the thing in question is where the FormID in the editor places the container. So when that button is pressed, the corresponding reference on the editor commits the action assigned to it, which results in the container opening. So it's just a matter of plugging that into a dialogue option. Edited September 16, 2017 by Kapteyn Link to comment Share on other sites More sharing options...
Kapteyn Posted September 16, 2017 Share Posted September 16, 2017 If you're only doing this for one NPC then you don't need to attach anything to it other than the dialogue option. You just hook the option to a quest and in the VAM section you link it to a script. Neither the quest nor the script itself needs to know anything about the NPC, that's for the dialogue alone. You just use a unique container which is spawned into an otherwise empty holding cell. However, if you're looking at multiple companions doing the same thing then it'll get tricky - you either configure each NPC individually or you're looking at some function which handles all of them and that's way beyond my wisdom. If you can track the particular quests and scripts which handles it, you could look at Amazing Follower Tweaks because it has the exact feature you're trying to create. Link to comment Share on other sites More sharing options...
vin2579 Posted September 20, 2017 Share Posted September 20, 2017 Thanks again man! I'll try again when I'm at home and good idea too with AFT since I'm normally pretty good at being able to learn things once I can wrap my head around it all, aha. Link to comment Share on other sites More sharing options...
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