Trashlizard Posted August 19, 2017 Share Posted August 19, 2017 (edited) Hi! this is my first post here so I'm not sure if this is in the right place or whatever but im trying. So basically, I've created and NPC follower, and i've written dialogue between her and the player in which she agrees to follow, however the option 'follow me, i need your help' is already there to begin with. How do i make it so that the dialogue happens, and THEN she goes into following the player? I'm convinced it has something to do with queststages. thank you in advance! :smile: Edited August 19, 2017 by Trashlizard Link to comment Share on other sites More sharing options...
destero Posted August 19, 2017 Share Posted August 19, 2017 This is a good tutorial i used myself! Link to comment Share on other sites More sharing options...
Trashlizard Posted August 19, 2017 Author Share Posted August 19, 2017 This is a very helpful tutorial! Unfortunately it's not quite what I need, my follower is all ready to go!:) What i'm trying to do is make it so the option 'follow me' isnt the first thing to come up, i want it to only show up after the dialogue (which works fine) between the npc and the play has played out Hi! this is my first post here so I'm not sure if this is in the right place or whatever but im trying. So basically, I've created and NPC follower, and i've written dialogue between her and the player in which she agrees to follow, however the option 'follow me, i need your help' is already there to begin with. How do i make it so that the dialogue happens, and THEN she goes into following the player? I'm convinced it has something to do with queststages. thank you in advance! :smile: Link to comment Share on other sites More sharing options...
Levionte Posted August 19, 2017 Share Posted August 19, 2017 If you've already setup your follower, I assume you're familiar with dialogue conditions? Lines or branches of dialogue won't appear unless all the conditions have been met. If you don't want the recruit branch to appear until after a conversation, set a condition that is false until the conversation has been complete. A basic example would be quest stages starting at stage 0, but recruitment dialogue having a condition to only be available at stage 10. Then you put a little script fragment at the end of the intro conversation changing the quest stage to 10, thus making recruitment available. In your case, you could also achieve the same thing without any scripting by taking advantage of the "Blocking" option you can check at the bottom. If you set your intro conversation to "Blocking" then it will be the only dialogue available until it is unavailable. Make your intro conversation "Say Once" so that it becomes unavailable after the first activation, making recruitment and everything else available. Link to comment Share on other sites More sharing options...
PeterMartyr Posted August 20, 2017 Share Posted August 20, 2017 Simply copy dialogue followers, uses relationship levels. Before the quest is completed your just acquaintances, then friends with benefits like follow me. Why make make complicated? Then once they become a follower, your the best of mates (allies), just one level short love interest. They behave appropriately too, if you do it right. Link to comment Share on other sites More sharing options...
Trashlizard Posted August 20, 2017 Author Share Posted August 20, 2017 (edited) Ahh thank you all for your quick help! It's really reassuring to know this community is going to be mega helpful aa! I managed to figure it out myself by making a condition in the last branch of dialogue so that my npc is added into the player's follower faction and added her to the potential follower faction too in case the pc decides to dismiss her for later :smile: Edited August 20, 2017 by Trashlizard Link to comment Share on other sites More sharing options...
Trashlizard Posted August 21, 2017 Author Share Posted August 21, 2017 i f*#@ed it up so bad that now she doesn't even have the option to follow at all anymore. i can't find out what the exact script fragment to set stage from 0 to 10 after dialogue (papyrus terrifies me), and even if i did im not sure where to set the condition that triggers her to join the player's current following faction. aaaaaaa i need biggo help D: Link to comment Share on other sites More sharing options...
Trashlizard Posted August 21, 2017 Author Share Posted August 21, 2017 okay never mind this is turning into a thread of 'HELP 'I FIXED IT' 'HELP' 'I FIXED IT' lol xD Link to comment Share on other sites More sharing options...
Narinha Posted August 22, 2017 Share Posted August 22, 2017 okay never mind this is turning into a thread of 'HELP 'I FIXED IT' 'HELP' 'I FIXED IT' lol xD There's a good tutorial in this link: http://deck16.net/post/23596438875/making-a-unique-voiced-follower-in-skyrim-part-5 It will help you fix the follower's dialogue. If you want to read the whole tutorial from the begining it's even better. :happy: Link to comment Share on other sites More sharing options...
nerdofprey Posted August 23, 2017 Share Posted August 23, 2017 The very simple answer to your original question is:Set your pre-following dialogue branch to be "blocking." It does what it sounds like, blocks their other dialogue until it's over, including "follow me." Link to comment Share on other sites More sharing options...
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