qarahkhajiit Posted August 22, 2012 Share Posted August 22, 2012 Okay, so I read through the forums on some other posts about CK Followers not passing through doors or entering caves, and didn't find an answer to my problem. I made a custom NPC Follower, placed them into Skyrim, and works exactly as intended. One major issue though.. my Follower will not enter dungeons, doors, gates, etc. without the use of fast traveling to that location. I have not made any custom doors or homes or dungeons, only the follower. What am I missing to allow my follower to enter the gates of Whiterun with me, enter any dungeons with me, enter any door? Thank you in advance. Link to comment Share on other sites More sharing options...
Georgiegril Posted August 22, 2012 Share Posted August 22, 2012 Usually the followers not passing through doors etc is a navmesh problem, not a problem with the follower, exactly.When you made the follower, how did you do this? The only reason I can see that this might happen is if you copied an NPC and included scripts that prohibit them from entering certain areas. You might check their AI package. Link to comment Share on other sites More sharing options...
qarahkhajiit Posted August 22, 2012 Author Share Posted August 22, 2012 (edited) Well, I Duplicated the EncHorker, changed the ID, set Factions, set AI to FollowPlayer, and added a few things in the Spells, but other then that I didn't change much anything else. I made a Sabre Cat Follower doing the same method, and it has no issues once so ever and follows me everywhere. I even tried downloading other Animal Companion mods to open and view their build in the CK and imitated them as well.. and no success either way with the Horker. I disabled other Follower mods, no changes. I have heard about this NavMesh error, and a message comes up every time I open the CK, but it never effected other followers I made and/or downloaded and changed with the CK, so I completely stumped. I tried downloading the Horker Follower from Nexus that someone else created, but bugged it by trying to change the "[E] Talk To" dialogue, resulting in it always showing the "[E] Talk To" whenever looking at the Horker but can't activate it because it's missing the dialogue scripts that were created originally in the mod. But in the description of the mod the author says that he "enabled the ability to go through doors again" but I can't view the scripts in the CK when loading the mod because I somehow removed them, and can't restore it. So... I'm trying to make my own instead, and can't find how to "enable the ability to go through doors". Edited August 22, 2012 by qarahkhajiit Link to comment Share on other sites More sharing options...
Georgiegril Posted August 22, 2012 Share Posted August 22, 2012 Well I salute you for having a follower horker. That's awesome. Unfortunately, I do not know what exact AI package can be used to allow them to follow through doors. I think you are on the right track by looking at how another mod author did this successfully....have you tried either uninstalling and reinstalling the other author's horker follower mod, so you can open it up in the CK and see what scripts/AI packages they are using? Or maybe try contacting the author through a PM? I have found that authors are generally super kind and very generous with their help when they are approached politely. Link to comment Share on other sites More sharing options...
qarahkhajiit Posted August 22, 2012 Author Share Posted August 22, 2012 Thanks!! HahaWell I did PM the author a while back and still waiting for a reply, and also tried uninstalling the mod and reinstalling and still getting the same result of the "[E] Talk To" and not being able to activate it, and the error in the CK that the dialogue script does not exist. So I'm not sure if I mistakingly deleted a major script or just one added by the mod, because my Sabre Cat pet that I created myself still works perfectly fine. Regardless, I thank you for your time and suggestions. I am new to modding so I'm learning as I go. Link to comment Share on other sites More sharing options...
Georgiegril Posted August 22, 2012 Share Posted August 22, 2012 Yeah, me too, I've only done some minor scripting. If you did delete a script, you could ge it back by the verify cache files thing on steam.Actually, my suggestion with the mod was just to open it up in the creation kit and look at how the mod author has set the dialogue and AI options. You wouldn't need to have it activated to do that, just in the data folder, and click on whatever the author named their horker follower in the "actors" folder in the CK. You should be able to see it the way the author created it, not affected by any of your own stuff. Link to comment Share on other sites More sharing options...
Hannibalektr Posted February 22, 2013 Share Posted February 22, 2013 If you make a "creature" follower, and don't create an entire new race for it (look on youtube for a tutorial on animal followers, and it's not easy), they wont go through doors because there is a checkbox on their race type (cant remember where exactly) that says "Can't go through doors", or "Can't open doors"... DarkFox127 has the best tute for this. If you were to uncheck that on the existing mob, ALL of the mobs in the game will go through doors they arent supposed to, therebye breaking your game whenever you mod is active. Link to comment Share on other sites More sharing options...
Recommended Posts