Yeojj Posted February 11, 2012 Share Posted February 11, 2012 (edited) Hey everyone, I've run into some problems when creating my own follower. I made a "followplayer" package that makes sure my follower follows me. I also created a quest to make sure my follow has the needed dialogue. However, I don't know how to make sure that "followplayer" package activates on the follower when I use a "follow me" dialogue option. What's the easiest way to script this? This would make things so much more easier. Thanks for helping =) Edited February 11, 2012 by Yeojj Link to comment Share on other sites More sharing options...
Yeojj Posted February 11, 2012 Author Share Posted February 11, 2012 (edited) So this is what I tried in a nutshell (but didn't work): I created a quest, which contains the dialogue "Follow me". Upon ending the dialogue, I use the following script fragment: (GetOwningQuest() as Sabretoothquestfollow).Follow()The script I made is the following: Scriptname Sabretoothquestfollow extends Quest Conditional ReferenceAlias Property Sabretoothalias Auto Quest Property DialogueFollowerSabretooth Auto Actor Property Sabretooth Auto Function Follow() DialogueFollowerSabretooth.Setstage(10) Sabretooth.EvaluatePackage() EndFunction So all it does, is set the stage of that quest to 10. I put the followplayer package on the follower I created. As a condition of that package I used that the quest DialogueFollowerSabretooth should be in stage 10, with the GetStage condition. I also made sure in the "scripts" tab at the quest information, the scripts I used were added. Shouldn't this do the job? I have 2 stages in the quest, 10 and 400. Is there some way the quest has to be activated before it works? I ticked the options "Start Game Enabled" and "Allow Repeated Stages". Anyone else knows something I can do? Thanks Edited February 11, 2012 by Yeojj Link to comment Share on other sites More sharing options...
Yeojj Posted February 12, 2012 Author Share Posted February 12, 2012 I narrowed the problem down to the script I'm using. When I manually change the state of the quest through the console, the follower will actually follow me. So the problems is changing the stage of the quest easily. Would it be possible to just type (questname).setstage(10) in the end papyrus fragment script? Link to comment Share on other sites More sharing options...
Yeojj Posted February 12, 2012 Author Share Posted February 12, 2012 Anyone? Link to comment Share on other sites More sharing options...
rainofchaos Posted February 21, 2012 Share Posted February 21, 2012 Have you read this tutorial? : http://www.creationkit.com/Bethesda_Tutorial_Dialogue#Scripting_DialogueThe answer to your question is in it. Link to comment Share on other sites More sharing options...
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