thesniperdevil Posted March 22, 2016 Share Posted March 22, 2016 Heya guys, I am attempting to make a follower a prisoner. I have so far succeeded to make this follower follow me around, then when I enter combat, flee the area until combat is over- at which point they return to me. The next step for me was to make the follower forceIdleAnimation(offsetBoundStandingStart) - which correctly forces the follower to have their hands bound in front of them. The problem is pretty much everything can break this animation - sprinting, interacting with objects etc etc. Can anyone provide me some assistance? I have managed to turn off as many world interactions as possible with my Ai packages - but the sprinting is the real killer for me! T Link to comment Share on other sites More sharing options...
icecreamassassin Posted March 23, 2016 Share Posted March 23, 2016 well you could always limit the follow package preferred walk speed to a jog or fast walk or whatever other speed doesn't interfere Link to comment Share on other sites More sharing options...
thesniperdevil Posted March 23, 2016 Author Share Posted March 23, 2016 Thanks for the reply. I tried that, but the preferred speed is overwritten when the NPC reaches a certain distance away from the player at which point they will run to catch up. :( Link to comment Share on other sites More sharing options...
blennus Posted March 23, 2016 Share Posted March 23, 2016 Have you tried using PapyrusUtil functions? ActorUtil and ObjectUtil may have functions that can help. SetReplaceAnimation() might work. Try replacing their sprinting animation with a walking one. Link to comment Share on other sites More sharing options...
thesniperdevil Posted March 24, 2016 Author Share Posted March 24, 2016 Hmm I was hoping I wouldnt need to get to that level. I am going to take a look at MQ101Prisoner aka Lokir from Rorikstead. Not only is he the first NPC to die in the game but he also flees with his hands bound! Link to comment Share on other sites More sharing options...
thesniperdevil Posted March 28, 2016 Author Share Posted March 28, 2016 Update:I have yet to figure out how the game manages to get Lokir (aka MQ101Prisoner) to sprint whilst still maintaining his bound hands in the scene where he is killed (right at the start of the game). Does anyone else know how this is done? In addition, I have noticed that the prisoner, when following me will draw weapons when I do- even when I have flagged no combat/ weapons unequipped. This drawing of weapons also breaks the offset idle. I am truly at a loss :( If anyone can help me figure out how to get these darned followers to stay bound- I would truly appreciate it. Link to comment Share on other sites More sharing options...
cdcooley Posted March 29, 2016 Share Posted March 29, 2016 I posted in your other thread, but I'm pretty sure it's the fact that you follower is a teammate. Use SetPlayerTeammate(false) before you shackle them then SetPlayerTeammate(true) when you free them. Teammates have hard coded behaviors and animations that override everything else (like drawing weapons to mimic the player). Link to comment Share on other sites More sharing options...
thesniperdevil Posted March 29, 2016 Author Share Posted March 29, 2016 @CDCooley You are a star! That has fixed the draw weapons situation- I just need to figure out how to either stop the follower from running/ sprinting or find out how to get those actions to not break the offset! Link to comment Share on other sites More sharing options...
thesniperdevil Posted April 2, 2016 Author Share Posted April 2, 2016 (edited) Edit: Figured it out. The follower package breaks the animation. I changed the ai package to one based off of the Travel template, with the player ref as the location. Not only does it keep the animation- but it also forces the follower to walk-which is actually what I wanted in the first place :) Edited April 2, 2016 by thesniperdevil Link to comment Share on other sites More sharing options...
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