yocaher Posted February 23, 2012 Share Posted February 23, 2012 How does Skyrim change and NPC into a follower after certain conditions are met? I wan't to know because I'd like to make a mod that turns an NPC in Solitude into a companion after a specific quest is completed. The most I know how to do in the CK is:place objects in interrior an exterior cellsLink doorsplace map markers and make them workLink things like, barred doors with a doorbasic value manipulationThe most scripting I've done is the Hello World tutorial from creationkit.com.I've made NPC's and basic followers (PC initiates dialogue, chooses follow me)So, someone with some experience please help me out here. I don't expect to have my hand held through all my mods, but just give me some stuff I can build up my skills with. Link to comment Share on other sites More sharing options...
Perraine Posted February 23, 2012 Share Posted February 23, 2012 About all i know is that it has something to do with "factions" and probably AI packages ... I've used the NPC Editor and you can add certain NPC's to the "Potential Follower" faction as well as "Potential Marriage" faction, it then has a scale from 0 -> 255, I'm assuming this means you haven't -> have completed tasks for that NPC to add up to them joining you, as for using the CK to do this I have NFI ... Link to comment Share on other sites More sharing options...
Pifanjr Posted February 23, 2012 Share Posted February 23, 2012 I don't think you have to add him/her to any faction, you just have to add a dialog option which is only visible after the quest is complete and contains a script that makes him/her your follower. All dialog options have the script '(GetOwningQuest() as DialogueFollowerScript).FollowerFollow()' which probably adds the actor as follower. Link to comment Share on other sites More sharing options...
David Brasher Posted February 23, 2012 Share Posted February 23, 2012 (edited) If you don't want to have to work within the vanilla Skyrim system, you could make your partner like the ones in this playable modders resource: Followers Unlimited. It uses a Papyrus fragment like this working on a global variable to control follower status and actions: AAMyVar2.SetValue(1) With the base system, it is a lot more complicated. Here is a Papyrus fragment from quest Hireling Quest > HirelingQuestTopic. HirelingRecognizeMarcurio.Value=1 HasHirelingGV.Value=1 (GetOwningQuest() as HirelingQuest).PayHireling(akSpeaker) Edited February 23, 2012 by David Brasher Link to comment Share on other sites More sharing options...
yocaher Posted February 23, 2012 Author Share Posted February 23, 2012 Thanks, I'll see what this Followers Unlimited is all about. And I'll check into this "(GetOwningQuest() as DialogueFollowerScript).FollowerFollow()" script. I'm looking to make Erdi into a follower. However, she is part of a quest where she gives a quest item to the PC when the quest is active. So, I was either thinking just making her essential and she'll still give you the item if you do the quest. Or, make her a follower after the quest is complete. As a person pref, I don't like followers to be essential. It adds more to the immersion/peril of Skyrim. So far, I've turned her into a current follower, and cleaned her appearance up a bit, but the ESP doesn't seem to be changing her. Link to comment Share on other sites More sharing options...
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