Arkadaemus Posted September 21, 2016 Share Posted September 21, 2016 I've been making some follower npc's with combat pets. Currently just a scholar with a dwarven sphere, and a hunter with a wolf. The pets are just Ally rank npc's with a close follower package, similar to Aerin/Mjoll. They function properly except for one facet: I cannot stealth in front of the pet npc. I checked the box for Doesn't Affect Stealth Meter, which didn't do anything. Apparently I don't understand what that function does. Do I need to write a quest to add the pet as my teammate? I wanted to keep this general so I could use it with more characters, but unsure how to approach the script, and if it could be added to the DialogueFollower quest. Like, once the npc is a follower, it would add the pet. If I used an event, like if Shaggy.IsPlayerTeammate() Scooby.SetPlayerTeammate() endif Then how would this fire, where would it be placed, and what about turning it off? Or should I add some Keyword to the pets and use a script to set team (to keep the actors non-specific). But then what about detection when the pet's master becomes a follower/gets dismissed? Probably overthinking this as I don't have enough knowledge/experience with CK yet. Any comments/suggestions would be most appreciated. Link to comment Share on other sites More sharing options...
PeterMartyr Posted September 21, 2016 Share Posted September 21, 2016 (edited) It's a bool function so SetPlayerTeammate(true)SetPlayerTeammate(false)SetPlayerTeammate() = Function Default hope that helps edit:for a more detail explanation in regard to doing favors & sneaking http://www.creationkit.com/index.php?title=SetPlayerTeammate_-_Actor To make the pet Sneak when it Master or Player does you need custom AI package.Which means a Alias for shaggy dog with a AI Stack to control behavior & factions so they help friends. This lead to Combat Override Package & Formlist....... It doesn't just happen. Edited September 21, 2016 by PeterMartyr Link to comment Share on other sites More sharing options...
Arkadaemus Posted September 21, 2016 Author Share Posted September 21, 2016 (edited) Well thanks anyway. I understand "It doesn't just happen." I already had a package set for the pet to follow, help, and sneak when the master sneaks. But adding the pet as a teammate (so he doesn't see me sneak and I'm detected) has been a total failure and defeated me. Made the quest alias. Added a condition that the pet's master is following the Player. Added the script to SetPlayerTeammate. Just can't get the script to compile. Keeps giving me "variable undefined" for the pet npc, and "none is not a known user-defined type" for the function. Seems like it should be so much easier. :confused: Guess I'll just avoid using my followers with pets when I need to do a sneak job. Update:Took another shot at the script. Finally got it to compile (didn't have the pet property set up). But setting the pet as a teammate still doesn't have any effect in game. I still get detected while sneaking in front of it. And from what I've read, the Doesn't Affect Stealth Meter flag has not been working for a long time, either. So just gonna call this one a wash and move on before frustration causes me to quit modding all together. :happy: Edited September 22, 2016 by MarkyKiller Link to comment Share on other sites More sharing options...
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