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[LE] Custom follower won't talk after combat temporarily


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Working on a Skyrim custom follower. Here is the problem:

 

After combat, follower will not talk to player. The dialogue menus come up, but it is impossible to click on any of the options. The follower will talk to player again if player either:

 

1) Travels to an interior location (if starting from exterior), or travels to an exterior location (if starting from an interior).

 

or

 

2) Starting from an exterior location, fast travels far enough away to another exterior location.

 

Any ideas as to why this is happening and how to fix? e.g. is it a flag/setting in the follower's AI package?

 

Appreciate any ideas if you know. Thank you

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Thanks, yes, forgot to mention, tried that. In the follower's quest, on the quest Alias tab, under follower's Alias (which is where their follow package is located), I added an evaluate package script:

 

Scriptname SB_FollowerEvaluatePackage extends ReferenceAlias
Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
Self.GetActorRef().EvaluatePackage()
EndEvent

 

But that didn't solve it. Two other pieces of info:

 

1) Occasionally, right after recruiting the follower, when there is no combat going on, she won't talk to you until you change cells. After that, the "won't talk" issue only happens after combat.

 

2) The follower is a combat healer, and there is a combat override package to make that happen. Could be the combat healer scripts/packages are interfering, however EvaluatePackage() should fix that (but doesn't) if that were the only cause, and it doesn't explain issue #1 above either.

 

Something to do with changing cells solves the problem, just not sure specifically what at this point and how to replicate the effect via script without changing cells.

 

Appreciate any theories/ideas for fixes.

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So the problem lies within the dialogue itself and not in combat issues? I use myself a combat override package for healing and there are no problems. I don't know how you have set up your follower, try to use a test dialogue without any condition but the GetIsID and a followpackage without scripts attached. Create a new seq. She should talk to you immediately after recruiting. Test without mods installed on a new game.

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Confirmed, not specifically a combat issue. Ended up being a silly mistake on my part. I had switched some quests around and didn't update the actor hellos to have the correct conditions. Fixing the "hello" conditions solved the problem.

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  • 4 months later...

Confirmed, not specifically a combat issue. Ended up being a silly mistake on my part. I had switched some quests around and didn't update the actor hellos to have the correct conditions. Fixing the "hello" conditions solved the problem.

I had a similar problem, this issue happens with a pet i'm working, but from time to time, the dialogue box show, but no options can be tagged. what was your solution?

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  • 1 year later...
The same problem. This only help for now:
Self.GetActorRef().Disable()
Self.GetActorRef().Enable()

 

* UPD

 

I found a reason:

If actor has voice type is NONE, then voice type taken from race

Race > ID Race > Body Data > Default voice type.

 

If voice type is not any of humanoid or dog, dialogue options will stuck. I think is behavior fault.

 

Confirmed, not specifically a combat issue. Ended up being a silly mistake on my part. I had switched some quests around and didn't update the actor hellos to have the correct conditions. Fixing the "hello" conditions solved the problem.

I had a similar problem, this issue happens with a pet i'm working, but from time to time, the dialogue box show, but no options can be tagged. what was your solution?

 

Edited by DoofyAss
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