michael199310 Posted July 2, 2016 Share Posted July 2, 2016 I almost completed every part for my follower, except for the dismiss option.I tried adding the line to DialogueFollower and then just repeat the script - I got error. I tried making my own MyModDialogueFollower quest and recreating every script - no luck... Can someone guide me how to do it properly? The rest is working fine, it's just the dismiss option. Link to comment Share on other sites More sharing options...
KunoMochi Posted July 2, 2016 Share Posted July 2, 2016 I just inserted the same script used by the original dismiss follower dialogue: If !(akspeaker.IsInFaction(DismissedFollowerFaction)) (pDialogueFollower as DialogueFollowerScript).DismissFollower(0, 0) EndIf You will have to add in the properties for DismissedFollowerFaction and pDialogueFollower, where the DismissedFollowerFaction faction value is the "DismissedFollowerFaction" faction and the pDialogueFollower quest value is the current quest where the dismiss dialogue resides. (See the DialogueFollower quest > DialogueFollowerView > DialogueFollowerDismiss dialogues) Link to comment Share on other sites More sharing options...
michael199310 Posted July 2, 2016 Author Share Posted July 2, 2016 I just inserted the same script used by the original dismiss follower dialogue: If !(akspeaker.IsInFaction(DismissedFollowerFaction)) (pDialogueFollower as DialogueFollowerScript).DismissFollower(0, 0) EndIf You will have to add in the properties for DismissedFollowerFaction and pDialogueFollower, where the DismissedFollowerFaction faction value is the "DismissedFollowerFaction" faction and the pDialogueFollower quest value is the current quest where the dismiss dialogue resides. (See the DialogueFollower quest > DialogueFollowerView > DialogueFollowerDismiss dialogues)Did you do this in DialogueFollower, as a new dialogue option in "We have to part ways." or did you make your own quest for this? Link to comment Share on other sites More sharing options...
KunoMochi Posted July 2, 2016 Share Posted July 2, 2016 I made my own quest using that same script for it with my own dialogue. If you are doing it in the DialogueFollower quest, then the pDialogueFollower property should be set to the DialogueFollower quest also. Link to comment Share on other sites More sharing options...
michael199310 Posted July 2, 2016 Author Share Posted July 2, 2016 ok, one last question :)with your own dialogue quest, did you add "DialogueFollowerScript" (or recreated it) in the Scripts section (last tab in quest)? Or did you simply add If !(akspeaker.IsInFaction(DismissedFollowerFaction)) (pDialogueFollower as DialogueFollowerScript).DismissFollower(0, 0) EndIf to the specific dialogue and nothing more? Link to comment Share on other sites More sharing options...
KunoMochi Posted July 2, 2016 Share Posted July 2, 2016 I added the script as is without change (aside from the property value changes). The "DialogueFollowerScript" type is already a compiled object type, and you are casting the quest as that type for the added follower functions, like DismissFollower(). If you are having problems adding in the properties, try putting in a blank space (a space) in the Script Fragment section and compiling it first then add in the properties with its values and the script right after. Link to comment Share on other sites More sharing options...
michael199310 Posted July 3, 2016 Author Share Posted July 3, 2016 Yes, I know, I just thought DialogueFollowerScript is also necessary to work :)Thanks for the answer, I will try re-doing this Link to comment Share on other sites More sharing options...
vvalentine73 Posted October 27, 2017 Share Posted October 27, 2017 Did you succeed? :3 Got stuck with the same thing! Link to comment Share on other sites More sharing options...
Recommended Posts