jooloon Posted December 20, 2017 Share Posted December 20, 2017 (edited) Hi Everyone, I'd like to create some followers fitting Skyrim background, that we could hire when a vanilla quest is at least started or completed. Exemple : A custom imperial priestless located in Dibella temple accepting following you once vanilla quest "Heart of Dibella" is completed. My problem is simple but i have not find any clue on other topics : How could i hide the "follow me" option until condition is true? Thanks a lot, JOols Edited December 20, 2017 by jooloon Link to comment Share on other sites More sharing options...
jooloon Posted December 21, 2017 Author Share Posted December 21, 2017 Well, no answer. i assume it's not possible then, or maybe to much complicated. Waiting for more informations, i'll abandon the idea to bound my followers to existing quests, but if you have any idea about it, i'll be really thanksfull. Link to comment Share on other sites More sharing options...
cdcooley Posted December 21, 2017 Share Posted December 21, 2017 The easiest way is to add a unique dialogue entry and condition it to only appear after the quest is at an appropriate stage and if the NPC is not in the PotentialFollowerFaction. Attach a script fragment to that dialogue entry that adds the player to the faction and raises the disposition so that the standard Follow Me dialogue becomes available. Link to comment Share on other sites More sharing options...
jooloon Posted December 21, 2017 Author Share Posted December 21, 2017 (edited) The easiest way is to add a unique dialogue entry and condition it to only appear after the quest is at an appropriate stage and if the NPC is not in the PotentialFollowerFaction. Attach a script fragment to that dialogue entry that adds the player to the faction and raises the disposition so that the standard Follow Me dialogue becomes available. Ok, thanks a lot cdcooley. I understand the way your method works, it's seems pretty logical. Yet, i never worked on dialogues and i never touched scripts. So i don't exactly know where i'm supposed to add this dialogue entry. Do I have to add it in the FavorDialogueGeneric section? or in the dialogue section of the vanilla quest mentioned? or create a new quest for my follower and add the dialogue entry and the condition inside? Or can i just open the dialogue pannel of my follower and add this entry directly here? Searching for clues, i decided to study a bit how the quest "lovely letter" works, casue it's actually the same way i'd like to make it. At start of the game, Sven and Faendal are not followers. U need to choose between Sven and Faendal in the quest to unlock their potential follower faction. Yet, in the ck, they already are in potentialfollowerfaction 0 by default. If you could indicate me at least the first steps, would be great. thanks a lot again. Edited December 21, 2017 by jooloon Link to comment Share on other sites More sharing options...
jooloon Posted December 21, 2017 Author Share Posted December 21, 2017 (edited) Ok. I just succeed understand how the "lovers letter" works.Sven and Faendal are initially set to "-1 CurrentFallowerFaction" and "0 PotentialFollowerFaction" but the relationship rank is raised via script fragment : "Game.GetPlayer().AddItem(Gold, 25)Alias_Faendal.GetActorRef().SetRelationshipRank(Game.GetPlayer(), 2)" So the fact that they were not hireable was that no relationship rank existed befor quest achieved. I don't really know if it does the same result with your method. Now i need a last little advice : I see 2 methods to be able doing my follower react after completing a vanilla quest. Or I try modify the vanilla quest directly, adding script fragment in the stage quest, allowing my follower to start dialogue. Or i make a new quest for my follower to trigger on a setstage condition. I guess it would me safer to deal with the second method, but i'm not sure. If someone could light me, would be nice. JOols Edited December 21, 2017 by jooloon Link to comment Share on other sites More sharing options...
cdcooley Posted December 23, 2017 Share Posted December 23, 2017 For maximum compatibility don't modify any original quests. The reason I recommended a new dialogue entry is that you can add a new entry and filter it to check that the appropriate quest has been completed and then attach a script fragment to set the appropriate faction and relationship values. Link to comment Share on other sites More sharing options...
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