lukilla Posted November 23, 2020 Share Posted November 23, 2020 Can you do that?. Unique NPC´s are working fine in my scenes, but adding my followers (who are under the EFF mod in-game) as unique characters and give them new ai packages does nothing. Is there a procedure to include them in quest scenes? Link to comment Share on other sites More sharing options...
Shadohz Posted November 24, 2020 Share Posted November 24, 2020 They won't work that way. Forcegreet for example will fail while you are in follow mode unless you run it as a scene. At one point I just flat out told players I will no address any bugs reported if they were using a follower framework mod to control the character. I had to change the scene triggers to GetDistance so the follower would get to their assigned marker. Without knowing more specifications it would be difficult to tell you precisely why your scenes are failing? Are they not starting, are they not hitting their markers, are they not speaking, are they drawing weapons when they should (because you have your weapons in ready position), are they wondering off? What scene trigger conditions are you using? Link to comment Share on other sites More sharing options...
lukilla Posted November 24, 2020 Author Share Posted November 24, 2020 They won't work that way. Forcegreet for example will fail while you are in follow mode unless you run it as a scene. At one point I just flat out told players I will no address any bugs reported if they were using a follower framework mod to control the character. I had to change the scene triggers to GetDistance so the follower would get to their assigned marker. Without knowing more specifications it would be difficult to tell you precisely why your scenes are failing? Are they not starting, are they not hitting their markers, are they not speaking, are they drawing weapons when they should (because you have your weapons in ready position), are they wondering off? What scene trigger conditions are you using? Hello. The scene is really barebones, I created the alias for the follower as a unique actor and a marker heading for the actor so he will move to it after giving it an action ai package, no conditions. That is the way I do it for NPC´s, but followers don´t seem to be picked up by the scene so I wonder whether I´m doing something wrong setting up the alias for it. Link to comment Share on other sites More sharing options...
Shadohz Posted November 24, 2020 Share Posted November 24, 2020 Let's start from scratch and work our way forward. True or false:1. The scene works fine if EFF is not installed?2. The scene works fine if EFF is installed but the follower is not under its control?3. The scene fails to work if EFF is installed and he follower is under its control?If EFF is responsible for the scene failure, you have two options. 1) put a post that you will not support EFF due to a compatibility issue. 2) you will have to forcefully dismiss the follower from that framework. Noone ever does #2 that I've seen. Look at all the more popular companion quest mods and somewhere you will notice they mention not using follower mods while doing their corresponding quests. PITA. On your scene create a new starting Phase. On the Completion tab select End On Conditions. Add a new conditions:1. GetDistance. Alias to NPC. Comparison is <. Value is 512. Run on Player.2. GetDistance. Alias to Follower. Comparison is <. Value is 512. Run on Player.3. GInSameCell. Alias to NPC. Comparison is ==. Value is 1. Run on Player.This will make it so that scene will not fire off unless the player, NPC, and your custom follower (who are all alias) are grouped in the same cell in a 512 m radius. This will be Phase 1. Phase 2 is where your Action and Dialogue will start working. If no dialogue starts then you know there's something screwy in your Alias setup (possibly not being filled). To test whether an Action is working you can a) extend the move-to-marker Action for your follower to Phase 1 OR 2) create a new test AI pack that moves the follower to the marker. If the follower fails to move then you know you have an issue with something higher in the hierarchy controlling your follower. I suggest making a new copy of your mod first to test out the problem. Link to comment Share on other sites More sharing options...
lukilla Posted November 25, 2020 Author Share Posted November 25, 2020 Let's start from scratch and work our way forward. True or false:1. The scene works fine if EFF is not installed?2. The scene works fine if EFF is installed but the follower is not under its control?3. The scene fails to work if EFF is installed and he follower is under its control? If EFF is responsible for the scene failure, you have two options. 1) put a post that you will not support EFF due to a compatibility issue. 2) you will have to forcefully dismiss the follower from that framework. Noone ever does #2 that I've seen. Look at all the more popular companion quest mods and somewhere you will notice they mention not using follower mods while doing their corresponding quests. PITA. On your scene create a new starting Phase. On the Completion tab select End On Conditions. Add a new conditions:1. GetDistance. Alias to NPC. Comparison is <. Value is 512. Run on Player.2. GetDistance. Alias to Follower. Comparison is <. Value is 512. Run on Player.3. GInSameCell. Alias to NPC. Comparison is ==. Value is 1. Run on Player. This will make it so that scene will not fire off unless the player, NPC, and your custom follower (who are all alias) are grouped in the same cell in a 512 m radius. This will be Phase 1. Phase 2 is where your Action and Dialogue will start working. If no dialogue starts then you know there's something screwy in your Alias setup (possibly not being filled). To test whether an Action is working you can a) extend the move-to-marker Action for your follower to Phase 1 OR 2) create a new test AI pack that moves the follower to the marker. If the follower fails to move then you know you have an issue with something higher in the hierarchy controlling your follower. I suggest making a new copy of your mod first to test out the problem. That was very helpful, I tried to replicate the scene using a regular npc and it works fine even under EFF control... so the problem is that the follower belongs to a separate mod. I tried to make it an ESM but still no go, so I don´t know. Link to comment Share on other sites More sharing options...
Shadohz Posted November 25, 2020 Share Posted November 25, 2020 (edited) You don't have to requote everytime that you respond. If you need to quote someone you're conversing with then just use a snippet of whatever pertinent part you're discussing. You're being too vague with your problem to get good assistance. Part of that is because it's probably your first mod so you don't know the right questions to ask, so that's okay. What type of mod are you trying to make? What exactly are you trying to do with the scene (explain the plot)? Why are you trying control someone else's mod? Why are you making it more difficult trying to get compatibility out of EFF? What companion are you using (there may be a problem specific to that mod)? Your problem could be something as simple as changing the quest priority. Edited November 25, 2020 by Shadohz Link to comment Share on other sites More sharing options...
lukilla Posted November 26, 2020 Author Share Posted November 26, 2020 I´m just trying to make a simple quest scene where follower "A" moves to markerheading "X", nothing more. This follower (Yennefer by Levionte) is loaded from its own plugin. But the scene doesn´t start at all Link to comment Share on other sites More sharing options...
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