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kagrumez pet spider dialogue issue.


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Hi.

 

I've got three unique dynamo cores that are to be used to give to 'dead' dwarven creatures. Giving the cores to the right dead creature re-animates it and it is intended to be a potential follower.

 

I attached a script to the cores that used the 'OnContainerChanged' event and that revives the robot and successfully has it as a follower. The last problem with this is that there is no dialogue to say 'hello' to the robot or to accept it as a follower. Nor is there any dialogue to dismiss it. It therefore follows the player around permanently and dutifully attacks all enemies, but can't be dismissed from service. That I've made it essential means the player can never get rid of it because the tenacious little swine just won't die!

 

I've seen some of how Bethesda handled this in CK. The dialogue is all contained within the DLC2kagrumezQST quest under player dialogue and Misc tabs.

 

I've not done dialogue quests before but I'm assuming that if I copy the relevant tabs into a new quest, say MBWRFdwarvenDialogueQST, assign a quest property to my existing dynamo core script, I can call on this dialogue quest to start after the dwarven robot has been revived.

 

Would this work, or is it more complicated than that? For the life of me I can't see any papyrus fragments or quest stages that govern when these dialogue options are made available to the dwarven pets, only conditions on the dialogue to ensure that the correct pet is being spoken to and that the player has no current pets as followers. Once the 'follow' dialogue is used the quest sets stage 100 for a spider or 200 for a sphere. I'm guessing that the DLC2kagrumezQST then continues running as long as you have the follower and is started again by passing through a DefaultSetStage trigger box on re-entering Kagrumez where both pets return after being dismissed.

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