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Can't make a working wolf follower


Quibber123

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I have tried following
2 times now and both times I manage to get the follower up in game with the "Click E to speak to" prompt but when I try to click E the dialogue box doesn't show up. The dialogue options are there in the CK when I click him and then click the dialogue button they just aren't working in-game.
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Hi.

 

First of all, have you tried to press "E" repeteadely 2 - 4 times? It might be necessary.

 

Second you need to be sure that you did everything excactly the same as the tutorial. Duplicate skin, aa, race (remember to check "allow player dialogue" and to uncheck "cant open door) and create new actor. Everything has to be new, and linked!

 

Make sure that you wrote the scripts correctly, and that you put the right attributes into the dialoguefollowers window (ex, getisrace, getinfaction, getactorvalue). Also check that the voice you are using in your dialogue, matches the cr voice you have on the actor. For crwolf, you need to use wolf npc sounds.

 

Check if the actor is set up with the correct dialoguescript, the right factions, and the correct relationship.

 

My big point here is that the tutorial works if you follow it excactly to the point! I had a couple of tries on getting this to work in the beginning, and everytime it did not work, i had missed a small detail.

 

Hope it helps, if you have any more questions about this, please ask!

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Yeah I am pretty sure I have followed it word for word 3 times now without missing something (I took the scripts he used from the dog ones in the same tab like he said in the comments so there should be no typos there) but the fact it isn't working proves otherwise. The only difference between what he is doing and what I am doing is he used the mudcrab while I have tried using Dog, Wolf, and Wolf Black (each using their own naked and skin and race as base of course). I have also tried using both original voices for the animals then(with the wolves) changed them to dog matching the voice with the one in the playerdialogue tab. He also seems to open the "DialogueFollower" window by right-clicking>new and not edit but when I try new it doesn't open. If you want I could upload my esp or something but I just can't seem to find what I am missing.

 

Edit: Sorry if I come off as pushy or something it's just I want this to work and have wasted more hours on it than I really thought I would and I just want it working >.< but and thanks for your reply because I really need help

Edited by Quibber123
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Quick and easy fix ... Delete the shortcut Icon for the CK and Install the NPC Editor and use that instead (at least for stuff like this) ... It takes all of 5 mins. to create a whole new NPC or clone and existing one and put them in game and you don't have to worry about any of that getthis or getthat crap ...

 

I have replaced (just for fun) Meeko with a Dragon, Lydia with a Horse and Aela with a Daedric Prince, and still never had any problems ...

 

Just make sure to have a look at the factions, the ai packages and most important of all, the voice pack ... If the chosen "voice" doesn't have an audio file that equates to "Lead the Way" (whether it be a bark/woof, a howl, a grunt or a seductive "Lead the Way") then the dialogue option won't even appear in game

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So if I were to use the NPC editor all I would have to do is make a copy of a NPC and from there change its voice to crDogVoice and that will auto-adjust it it to work correctly with that voice? Then in the CK I could just point the new follower to the wolf mesh I want and I would be done? No scripts would be needed?
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Hmm, well, the method from the tutorial works for me everytime, i have also used it on a wolf.

 

Unfortunately its hard to say whats wrong without knowing what you have done :) I know how your feeling wasting hours trying to figure out a simple thing in ck. I have done that a lot!

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So if I were to use the NPC editor all I would have to do is make a copy of a NPC and from there change its voice to crDogVoice and that will auto-adjust it it to work correctly with that voice? Then in the CK I could just point the new follower to the wolf mesh I want and I would be done? No scripts would be needed?

 

If it's a default wolf mesh, you can just select the 'race' in the drop down menu using the NPC Editor, no scripts or messing around required (though, for instance with my Dragon Lydia, some of her dialogue options weren't there because their were no "Dragon voice files" equivalent to those options, so the game skips/removes them ... But any 'custom' meshes or items I'm afraid require the CK

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