KahvozeinsFang Posted September 16, 2018 Share Posted September 16, 2018 I made an animal follower mod and everything is working In-Game as far as being able to recruit, favor, follow, wait, and open inventory. But sometimes when I try to talk to my Animal follower, his dialogue menu comes up but nothing is click-able. The only way to get it to start working again is to load into a different cell. Like a house or different worldspace. TES5Edit says my ESP does not require an SEQ file. If anyone has any experience with this bug or whatever it is can offer some advice, I would be forever grateful. I can provide more about the details of my mod if needed. Thank you in advance. Link to comment Share on other sites More sharing options...
Tasheni Posted September 16, 2018 Share Posted September 16, 2018 Every esp with dialogue needs a seq file. Have you set a time how often an answer is given? For example a line is spoken once every hour and there's no other the game can choose you can't click on the dialogue. That happens mostly when testing, because you click too often. Link to comment Share on other sites More sharing options...
KahvozeinsFang Posted September 17, 2018 Author Share Posted September 17, 2018 That actually makes sense since I was trying out all of his dialogue at the same time. But I didnt know there was a time limit or something on dialogue options. Is there a way to disable that? Link to comment Share on other sites More sharing options...
Tasheni Posted September 17, 2018 Share Posted September 17, 2018 I'm right now not in front of ck, so my memory must help. In the Topic Info window you can set the value how long it should take until this line will be repeated. You can also check the box that a line should be spoken only once. If you set the value to 0 the line will always be spoken. Link to comment Share on other sites More sharing options...
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