Thirdstorm Posted July 7, 2016 Share Posted July 7, 2016 Hey All, Thanks for the assistance in the past, I have a few mods under my belt, but the one I am struggling with is my "Recruitable Wounded Dog Follower" So after a week of frustration I gave up trying to recruit the actor by killing the existing scripting on the Random encounter and created a "clone" that triggers at the end of the quest. With a little help from the community the mod's been working well, but I and others have noticed the dialog is a little sluggish and I had a hunch it's the "Say once" tree, to test I deleted it, and BAM everything flies. To try and resolve this I created a new set of dialog in a separate quest, linked the Alias, but I can't get it to trigger or the Dialog tree to start. I've done the following:-Added a "Complete Quest" trigger (via the checkbox on Quest Stages) on the original quest.-Added the dialog scripting to the next quest:actor dog = Alias_Dog.GetActorRef()dog.AllowPCDialogue(true)WoundedDogFollow.SetValueInt(1) Nada. The weird thing:If I go to the Race I created and link the Dialog quest to the new one, she won't engage in Dialog at all, so clearly I must be doing something wrong.Suggestions welcome Link to comment Share on other sites More sharing options...
Thirdstorm Posted July 7, 2016 Author Share Posted July 7, 2016 Ok, so I killed all the scripting I had done (deleting from the FO4 folder, reloaded my own mod for nexus and recoded the dialog..Now changing the parent dialog quest on the race controls the speech. At a loss on how to get these separate quests linked for chained dialog! Link to comment Share on other sites More sharing options...
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