MrSly Posted February 19, 2012 Author Share Posted February 19, 2012 Yes you did comment out the right line. To compile scripts go to Gameplay > Papyrus Script Manager and then you can right click the scripts to compile. Also I released the fox mod (http://skyrim.nexusmods.com/downloads/file.php?id=10304), but since we are modifying the same files they might conflict :( To avoid conflicting we might need to create our own copies of the DialogFollower quest. Then on the custom WEFollowerScript have it point to the new DialogFollower (different name though) made specifically for your new companion(s). Haven't tried myself but in theory should fix potential conflict with modifications to DialogFollower. This whole script thing is really starting to get on my nerves. I tried to compile the script many times by going to Gameplay > Papyrus Script Manager and right-clicking on the script and selecting compile. Doesn't seem to be working for me for some reason. I went to my Actor and right-clicked on the script and selected Edit Source. Removed the commented out line, and saved it. Said it compiled correctly. However, my Bear works exactly the same as when I use the WEDogFollowerScript. Still can't get him back after I dismiss him. Been working on this for 3 hours now today. Going to give up and go play for a while. Avoiding conflict:Good point. We could all agree on a generic name in the DialogFollower quest for us to use. Then we each simply reference the generic name (WEFollowerScriptFix, for example). Just an idea. A lot less work for each of us.But, having our own DialogFollower quest might make things easier, too. We could remove 90% of the quest since we don't need it for anything. Hmmmmmm.....However, we'd have to recreate all of the Player Dialog, it gets wiped out when you duplicate the quest. Link to comment Share on other sites More sharing options...
r1de Posted February 19, 2012 Share Posted February 19, 2012 but since we are modifying the same files they might conflict :( To avoid conflicting we might need to create our own copies of the DialogFollower quest. Then on the custom WEFollowerScript have it point to the new DialogFollower (different name though) made specifically for your new companion(s). Haven't tried myself but in theory should fix potential conflict with modifications to DialogFollower. Good point.not looking forward to it, I can't seem to wrap my head around the quests... but yeah really good point... :)Just got back home, probably start looking into this in the morning... maybe not tho ;) Link to comment Share on other sites More sharing options...
r1de Posted February 20, 2012 Share Posted February 20, 2012 Wow. I think I actually did it. And what's even worse is I think I might be starting to understand... sort of... beginning to get the Quests part of it all...Created a WEFollowerWolfScript (including fix for "done" state)Made a new DialogueFollowerWolf Quest made a copy of DialogueFollower and then removed pretty much everything. Went back and forth recreating the animal follower potions of DialogueFollower into the new DialogueFollowerWolf. getting the properties set on the little fragment scripts was a bit tricky, I ended up creating bogus ones and then copy/pasting from the originals, changing variable names as needed, using notepad, then reloading into the CK and adding in the "End" scripts again, then it would compile without errors. Not sure if that was the "correct" way to do it, but it seems to have worked. I actually seems to work, I just loaded up an old save that never had Shady in it, went to Anise's Cabin found her, recruited her, told her to wait, dismissed her and re-recruited her. (a dragon attacked during this... lol, she ran away, you were right Sly. I'll fix that to.) Sly, check your PM's, I think what I will give you may work. maybe you could test it. please? I have included the scripts I created...just give me a minute to try and tie all this stuff together in an archive. Link to comment Share on other sites More sharing options...
ALittleBird Posted March 10, 2012 Share Posted March 10, 2012 (edited) I am so glad I found this thread, it's really helping me make my Troll Follower. Thanks guys, working on it right now. EDIT: I got a problem. I duplicated the Frost Troll race to make a TrollCompanionRace which you can talk to, but now my Troll is invisible. Plus, if I talk to him, I can't click on any of the dialogue options. Edited March 10, 2012 by ALittleBird Link to comment Share on other sites More sharing options...
SpiralDynasty Posted May 22, 2012 Share Posted May 22, 2012 Here is the correct script of WEDogFollowerScript. insert the name of your newscript at Scriptname "InsertNameHere"Delete GoToState ("done") make sure your voices all match as the same species. Verify the dialogue will work by opening your NPC clicking "Dialogue" just below the checkboxes. Check for DialogueFollower . Verify all your scripts are compiled with no errors. Scriptname "InsertNameHere" extends ObjectReference {Allows Player to recruit Animal.} DialogueFollowerScript Property DialogueFollower AutoGlobalVariable Property PlayerAnimalCount Auto;Actor property dog auto auto state Waitingevent onActivate(objectReference AkActivator) ;if player does not have an animal, make this animal player's animal If PlayerAnimalCount.GetValueInt() == 0 (DialogueFollower as DialogueFollowerScript).SetAnimal(self) EndIFendEventendState state doneendstate Link to comment Share on other sites More sharing options...
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