foamyesque Posted May 31, 2018 Share Posted May 31, 2018 You're gonna want TESVEdit for reverting changes and cleaning things up. Be careful, though: It will let you do all sorts of stuff you might not actually want to do. It's great for fixing accidental cell edits, though. Link to comment Share on other sites More sharing options...
Truchlak Posted May 31, 2018 Author Share Posted May 31, 2018 I really appreciate Your help guys, especially Rigmor ;) Link to comment Share on other sites More sharing options...
Truchlak Posted May 31, 2018 Author Share Posted May 31, 2018 (edited) Im already using TES5 Edit to create SEQ file, but never did more. EDIT: Done. Problem resolved. But my Belmus again cannot spawn XD Edited May 31, 2018 by Truchlak Link to comment Share on other sites More sharing options...
Truchlak Posted May 31, 2018 Author Share Posted May 31, 2018 Ok. Everything is fine.What I did?When I removed my NPC's from the world and created them in another places, script's properties (Actor prop) were empty :)I had to reassign their positions in the world. Then compile and save. Now, when "everything" works at is should, Im going to make Quest Giver as my Follower after his Quest. Kinda tricky ;pRelationship doesn't work after completing Quest.Alias_Therbert.GetActorReference().SetRelationshipRank(Game.GetPlayer(), 3) Link to comment Share on other sites More sharing options...
Rigmor Posted May 31, 2018 Share Posted May 31, 2018 (edited) Try this: Alias_Therbert.GetActorReference().AddToFaction(PotentialFollowerFaction) Alias_Therbert.GetActorReference().AddToFaction(CurrentFollowerFaction) Alias_Therbert.GetActorReference().SetFactionRank(PotentialFollowerFaction, 0) Alias_Therbert.GetActorReference().SetFactionRank(CurrentFollowerFaction, -1) Alias_Therbert.GetActorReference().SetRelationshipRank(Game.GetPlayer(), 1)You should be able to ask him to follow you ps: don't forget to add the factions as properties in the scripts tab or you'll get the CK throw it all back in your face. Edited May 31, 2018 by Rigmor Link to comment Share on other sites More sharing options...
Truchlak Posted June 1, 2018 Author Share Posted June 1, 2018 Oh, thanks. It is compiled without problems, after adding properties and this script. But It doesn't work for now. I think it is because my dialog option is still available after completed quest. You can take a look how this dialog looks:https://imgur.com/a/lsnXZKz I have "Provoke" branch (still) available after completing quest."Start Quest" (that first smaller branch on the left of provoke) is not available after completing quest, as it should be anyway. Link to comment Share on other sites More sharing options...
Truchlak Posted June 2, 2018 Author Share Posted June 2, 2018 Following is not favorite thing of Quest Giver...He don't even want to talk with me. Link to comment Share on other sites More sharing options...
Rigmor Posted June 2, 2018 Share Posted June 2, 2018 Does he have a voice type that can be used as a follower? You could try this and force him into follower mode bypassing having to ask him forst.If he has a compatible voice type it should work. Alias_Therbert.GetActorReference().AddToFaction(PotentialFollowerFaction) Alias_Therbert.GetActorReference().AddToFaction(CurrentFollowerFaction) Alias_Therbert.GetActorReference().SetFactionRank(PotentialFollowerFaction, -1) Alias_Therbert.GetActorReference().SetFactionRank(CurrentFollowerFaction, 0) Alias_Therbert.GetActorReference().SetRelationshipRank(Game.GetPlayer(), 3)Try that, making a follower is a skill on its own, and the Deck16 tutorial covers this extensively. Link to comment Share on other sites More sharing options...
Truchlak Posted June 2, 2018 Author Share Posted June 2, 2018 (edited) I have changed his voice for my custom, empty (for now) template. Next what I have done was changing NPC voice to OrcMale, an this made no difference... Now I will try Your script :smile: Edited June 2, 2018 by Truchlak Link to comment Share on other sites More sharing options...
Truchlak Posted June 2, 2018 Author Share Posted June 2, 2018 (edited) Let's say... It doesn't work.I know, that mistake is from my side and It cannot be any bug/glitch. First of all I will show You what kind of "things" are associated with my follower in my modification, so You can just say, what stuff Im missing. 1. Quest Stage (40) what is the last, final stage of my quest.(Rigmor Script) --------------------------------------------------------------------------------------------------------Alias_Therbert.GetActorReference().AddToFaction(PotentialFollowerFaction)Alias_Therbert.GetActorReference().AddToFaction(CurrentFollowerFaction)Alias_Therbert.GetActorReference().SetFactionRank(PotentialFollowerFaction, -1)Alias_Therbert.GetActorReference().SetFactionRank(CurrentFollowerFaction, 0)Alias_Therbert.GetActorReference().SetRelationshipRank(Game.GetPlayer(), 3)-------------------------------------------------------------------------------------------------------- Where "Alias_Therbert" property are:Pick Quest: A1_Quest_TherbertPick Alias: Therbert Where "PotentialFollowerFaction" property is:Pick faction: PotentialFollowerFaction Where "CurrentFollowerFaction" property is:Pick faction: CurrentFollowerFaction 2. Voicetype of Quest Giver MaleKhajiit 3. Main Actor TabFactions:-1 Current Follower Faction0 Potential Follower Faction Relationships:Empty So, that are all of the things, that I have done to make my Quest Giver follow me as my companion, after completing his quest.. Edited June 2, 2018 by Truchlak Link to comment Share on other sites More sharing options...
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