cumbrianlad Posted January 12, 2020 Share Posted January 12, 2020 I know, I've posted about this not more than 3 days ago, but it's genuinely stopping me from uploading my mod to Nexus! I'll try and put it simply... I have a custom pet follower and a custom framewwork to go with it. I have a quest where the player accepts it as a follower. That works. I have a custom 'PetFollowerDialogueQuest'. That works. When dismissed, the pet goes back to a set destination, using a package. That works. The pet is marvellous! It's a dwemer spider, essential, it has custom camouflaged skin. It has levelled spells. It turns itself invisible in combat and deals wicked (levelled) damage...but...it can't be taken as a follower once dismissed. Its dialogue doesn't show up. Last time I posted, I asked if someone would take my esp/BSA and look at it for me. That maybe put people off. Please... I need ideas. I love the mod, but I really want this animal follower to be a part of it. Thank you for reading. Link to comment Share on other sites More sharing options...
maxarturo Posted January 12, 2020 Share Posted January 12, 2020 I have never made a pet follower, but try to generate a "SEQ" file for the quest. Also, i remember coming across a detailed video tutorial about a year ago explaining all the "must do" concerning pet followers, it must be somewhere out there. Link to comment Share on other sites More sharing options...
cumbrianlad Posted January 12, 2020 Author Share Posted January 12, 2020 Maxarturo, thanks for the reply. I confess to hating 'Start Game Enabled' quests. The dialogue that contains the initial 'hiring' stuff is in a quest that is not 'Start Game Enabled'. In this respect, it is no different to the 'DunKagrumez' quest where the vanilla dwarven spider pet is hired. i have generated an SEQ file for the esp, because I've (reluctantly) made the 'MBRVstealthSpiderFollowerDialogueQst' start game enabled. The 'hiring' dialogue for the spider is in a separate quest, started by a 'default set stage trigger'. That "must Do" tutorial could be invaluable, as it may point me in the right direction. Any ideas as to what it is? I've naturally searched this matter for ages with no result. I will try making the quest 'Start Game Enabled' as a test, though. Link to comment Share on other sites More sharing options...
maxarturo Posted January 13, 2020 Share Posted January 13, 2020 I couldn't possibly remember after so long, i just remember that it was very detailed, and made an impression on me cause of the differences that has from a normal follower creation. * This wasn't too much of a help... sorry !... Link to comment Share on other sites More sharing options...
cumbrianlad Posted January 13, 2020 Author Share Posted January 13, 2020 No problems. It's I have another member who's going to look at the mod and see if anything springs to mind. I tried making the hiring quest 'Start Game Enabled' but it didn't work. It's nice to know people read these things and offer any help they can. Thanks. Link to comment Share on other sites More sharing options...
cumbrianlad Posted January 14, 2020 Author Share Posted January 14, 2020 Just to let you all know, 'Stealth Spider' is now alive, very much kicking and capable of being re-hired! The issue was simply around the conditions set on its dialogue. I'm still unsure why the original condition wouldn't work, but I altered his hiring dialogue to be as Meeko is. (The dog near Morthal in a shack with his dead owner). Target: (QuestAlias:MySpiderAlias), GetInFaction, CurrentFollowerFaction == 0.0 ANDTarget: (Subject), GetIsAliasRef, MySpiderAlias == 1.00 If anyone wants to make a custom pet follower using its own framework, so that its totally independent of the vanilla quests I'm now in a position to help. Link to comment Share on other sites More sharing options...
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