Trashlizard Posted August 22, 2017 Share Posted August 22, 2017 I can't compile the correct script fragment to force my npc to start following after the player convinces them to at the end of a dialogue branch.My npc's ID is 'Skamp01', to keep things simple for me :) anyone know the script? Link to comment Share on other sites More sharing options...
Trashlizard Posted August 22, 2017 Author Share Posted August 22, 2017 bumping because id really appreciate some help Link to comment Share on other sites More sharing options...
Tasheni Posted August 22, 2017 Share Posted August 22, 2017 Is the script from that you want to use the fragment in the scripts source folder? When downloading the ck the script files are packed separately and you need to extract them into the scripts folder. Link to comment Share on other sites More sharing options...
nerdofprey Posted August 23, 2017 Share Posted August 23, 2017 I actually posted a thread explaining this a while ago: CLICK Making a non-vanilla follower is a LOT easier than people tend to think it is. You do need to manually create all the other follower functions like opening their inventory to trade, telling them to wait or do a favor, but that stuff really isn't hard to do either. It's all one-line script fragments. If you just want the dialogue to recruit them on the vanilla framework the same as the "follow me, I need your help" line... Add this fragment to the dialogue:(pDialogueFollower as DialogueFollowerScript).SetFollower(akspeaker) And add this property to the script that's generated:Property Name - pDialogueFollowerType - QuestValue - DialogueFollower Link to comment Share on other sites More sharing options...
Recommended Posts