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[LE] How to make NPC give option to become follower AFTER talking with the player?


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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 by Trashlizard
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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:

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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.

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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.

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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 by Trashlizard
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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:

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