kradus Posted September 12, 2016 Share Posted September 12, 2016 I'm trying to make it so followers will have their inventory available when not following. I found the quest that couvers all that and tried copying the conditions from the "follow me" command for every follower but it didn't work.What am I doing wrong? Any ideas? Link to comment Share on other sites More sharing options...
PeterMartyr Posted September 12, 2016 Share Posted September 12, 2016 http://www.creationkit.com/index.php?title=Category:Papyrus Scroll down & click on OpenInventory & read Link to comment Share on other sites More sharing options...
kradus Posted September 12, 2016 Author Share Posted September 12, 2016 http://www.creationkit.com/index.php?title=Category:Papyrus Scroll down & click on OpenInventory & readThat's scripting right? My CK knowledge doesn't go so far. What am I looking at? Link to comment Share on other sites More sharing options...
palingard Posted September 13, 2016 Share Posted September 13, 2016 Actor.OpenInventory() is a function that will allow you to open the inventory of the Actor just as if it were a container. The description reads that this is similar to pickpockets, so I don't know if it will flag items removed as stolen or not. I am using it with a pack mule mod I am working on and it works great for that, however, the mule doesn't have anything in inventory that it owns at the beginning. I use it in a Topic Info Fragment: akSpeaker.OpenInventory() I put the prompt to be something descriptive (for me it is simply "Search Packs"). I put "..." as the response and set the response to be a Goodbye response. If I were putting this in a dialog for a dismissed follower, I would be something like "I would like to trade with you." and the response something along the lines of "Certainly, what do you want to trade?", again ensure that the response is set to goodbye. I have found challenges leaving dialog open when in various menus. Link to comment Share on other sites More sharing options...
PeterMartyr Posted September 13, 2016 Share Posted September 13, 2016 (edited) May I suggest that you use a chests instead, I do.I create a little cell Storage Cell, for Follower Horse, X HomeMarker & Three Chest for Extra InventoryThen I Created a Script Function on the MyFollowerDailogueQuest Scriptname MyFollowerDailogueQuestScript Extends Quest ObjectReference Property _Poup_ExtraStoreage Auto ObjectReference Property _Poup_ExtraClothes Auto ObjectReference Property _Poup_SellingJunk AutoFunction ExtraStoreage(Int nNumber) If(nNumber == 0) _Poup_ExtraStoreage.Activate(PlayerREF) ; Player ElseIf(nNumber == 1) _Poup_ExtraClothes.Activate(PlayerREF) ; Follower ElseIf(nNumber==2) _Poup_SellingJunk.Activate(PlayerREF) ; Junk EndIfEndFunction Link Script Property Values to the Chests in the Storage Cell As Dialogue Script Fragments use 1 at a time of course (GetOwningQuest() as MyFollowerDailogueQuestScript).ExtraStorage(0) ; Player stuff (GetOwningQuest() as MyFollowerDailogueQuestScript).ExtraStorage(1) ; Follower stuff (GetOwningQuest() as MyFollowerDailogueQuestScript).ExtraStorage(2) ; Selling Junk Have Fun Creating the Cell, Ah what the HellPick a little Cell & Duplicated it. In my Dailogue it was(Roughly)Show me Extra Storage open # 1 open # 2 open # 3And it Not their Inventory so they won't wear It, Armor that is.it work like opening a Chest cuz it is a Chest. Don't Thank Me Til You Get It Working then PM me :pirate: :cool: For Dialogue ConditionsJust to give you a ideaIf you use them incorrectly it will INVALIDATE the DialogueGetID ==Follower_CK_IDGetPlayerTeamate == 1GetPlayerTeamate == 0GetInFaction(CurrentFollowerFaction) ==0GetInFaction(CurrentFollowerFaction) ==1More Dialogue Conditionshttp://www.creationkit.com/index.php?title=Condition_Functions In Case You Don't Know0 == false1 == TRUE So the Code is the same just the Dialogue Conditions ChangeIsFollowingNotFollowing Edited September 13, 2016 by PeterMartyr Link to comment Share on other sites More sharing options...
PeterMartyr Posted September 13, 2016 Share Posted September 13, 2016 (edited) Function OpenInventory(bool abForceOpen = false) nativeParametersabForceOpen: Whether to force open the inventory if the actor isn't the player's teammate.Default: False>Follower<.OpenInventory() >NotFollowing<.OpenInventory(true)>????<replace with akSpeaker Edited September 13, 2016 by PeterMartyr Link to comment Share on other sites More sharing options...
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