nalasmug Posted March 27, 2013 Posted March 27, 2013 I've no problem with all other animation mods doing the 'Generate FNIS for users' until now: ERROR(2011): Wrong line in Animation List. Line 177, o ZazAPCAO024 ZazAPCAO024.hkx AnimObjectZazAPCAO024 AOZAZCBAnkleL AOZAZCBAnkleR And it's seeing my adult 'is child 0.00' . All the animations show [ is child] in the 'Conditions' when I open this mod in the TESSEDIT.exe. Non of the other Mod's do this. I get the animation cammand lines this way to run batch files for executing instead of running FNIS with a spell (pain in the arse). I can change animation from the console on NPC or Player instantly from 'tfc' , 3rd or 1st person. No position interference issue if you 'save' and then 'load' after making the NPC 'setunconcious to 1' all from the console.
nalasmug Posted March 27, 2013 Posted March 27, 2013 Oh yeah...opps...humm..I don't remember seeing the 'list' text file in the folders. I'm rechecking now.
Londo101 Posted March 27, 2013 Posted March 27, 2013 So i can get the animations to work with a clean install, but as soon as i put in Sanguine's Debauchery and repeat the same process with FNIS Update Behaviour the animation just gives me the T pose. I've tried installing all mods first and then putting in Zaz last and updating the behaviour with no success. I've also tried putting FNIS in an unrelated folder, putting ZazAnimations in the data folder there and then updating it. After which i copy it to the real Data folder in Skyrim but to no avail. Since this was how Fores' guide said to do it i'm not sure what else to try. Any ideas? Sounds weird to get that kind of errors... I'm not sure if SD works with this one as needed but I believe so... So ZAP has to be higher on the list than SD Secondly does FNIS give any errors ? So i can get the animations to work with a clean install, but as soon as i put in Sanguine's Debauchery and repeat the same process with FNIS Update Behaviour the animation just gives me the T pose. I've tried installing all mods first and then putting in Zaz last and updating the behaviour with no success. I've also tried putting FNIS in an unrelated folder, putting ZazAnimations in the data folder there and then updating it. After which i copy it to the real Data folder in Skyrim but to no avail. Since this was how Fores' guide said to do it i'm not sure what else to try. Any ideas? Have you installed alternative esm (find it in OP)? It was created to solve problems with SD. What SD version are you using? Old version could not work with Zaz005. Ah I got it to work by installing FNIS with Nexus Mod Manager. Thank you for replying though Funny. When I installed FNIS with NMM, nothing worked at all. I had to do it manually.
Londo101 Posted March 27, 2013 Posted March 27, 2013 Hi there! This mod is really great! Question: Is there only one pose that enables the character to walk (hands behind)? It would be great to have other bondage poses for walking e.g. bent back, head in a stock, crawl on knees etc. I highly recommend the crawl on fours animation http://skyrim.nexusmods.com/mods/33097 Are there any animations or poses that can be used for a male character to attach piercings on a female? Many thanks.
JinZen Posted March 28, 2013 Posted March 28, 2013 I've no problem with all other animation mods doing the 'Generate FNIS for users' until now: ERROR(2011): Wrong line in Animation List. Line 177, o ZazAPCAO024 ZazAPCAO024.hkx AnimObjectZazAPCAO024 AOZAZCBAnkleL AOZAZCBAnkleR And it's seeing my adult 'is child 0.00' . All the animations show [ is child] in the 'Conditions' when I open this mod in the TESSEDIT.exe. Non of the other Mod's do this. I get the animation cammand lines this way to run batch files for executing instead of running FNIS with a spell (pain in the arse). I can change animation from the console on NPC or Player instantly from 'tfc' , 3rd or 1st person. No position interference issue if you 'save' and then 'load' after making the NPC 'setunconcious to 1' all from the console. child 0.00 means a false if I'm right... You do know you could use this pack on children prior to this part being put in if I'm remembering right... It wasn't the intention we could torture them... So this is why... All do that... So no children torture allowed As for the problem with that one you are saying... I believe it's the horse and it was answered before... UPDATE FNIS... If you have LAST FNIS it should work and if NOT check your files ... Simple... So i can get the animations to work with a clean install, but as soon as i put in Sanguine's Debauchery and repeat the same process with FNIS Update Behaviour the animation just gives me the T pose. I've tried installing all mods first and then putting in Zaz last and updating the behaviour with no success. I've also tried putting FNIS in an unrelated folder, putting ZazAnimations in the data folder there and then updating it. After which i copy it to the real Data folder in Skyrim but to no avail. Since this was how Fores' guide said to do it i'm not sure what else to try. Any ideas? Sounds weird to get that kind of errors... I'm not sure if SD works with this one as needed but I believe so... So ZAP has to be higher on the list than SD Secondly does FNIS give any errors ? So i can get the animations to work with a clean install, but as soon as i put in Sanguine's Debauchery and repeat the same process with FNIS Update Behaviour the animation just gives me the T pose. I've tried installing all mods first and then putting in Zaz last and updating the behaviour with no success. I've also tried putting FNIS in an unrelated folder, putting ZazAnimations in the data folder there and then updating it. After which i copy it to the real Data folder in Skyrim but to no avail. Since this was how Fores' guide said to do it i'm not sure what else to try. Any ideas? Have you installed alternative esm (find it in OP)? It was created to solve problems with SD. What SD version are you using? Old version could not work with Zaz005. Ah I got it to work by installing FNIS with Nexus Mod Manager. Thank you for replying though Funny. When I installed FNIS with NMM, nothing worked at all. I had to do it manually. Long live manual installing... It's way better to actually fix problems that might pull out some bag... Hi there! This mod is really great! Question: Is there only one pose that enables the character to walk (hands behind)? It would be great to have other bondage poses for walking e.g. bent back, head in a stock, crawl on knees etc. I highly recommend the crawl on fours animation http://skyrim.nexusmods.com/mods/33097 Are there any animations or poses that can be used for a male character to attach piercings on a female? Many thanks. Okay lets see if I get you right... You CAN add animations with certain items and there has been an unreleased armbinder hidden for ages (that we don't know about yet LOL) but Chris is working on that thing... So yeah... You'll have to wait... As for all fours... The point is that animation overwrites generally all animation and changes a standard... I would love to see the point where people manage to use custom animations from certain equips but this game isn't old enough yet to have that part embedded I would love to see a bent a bit with like a walking chain between That would be so awesome wouldn't it ?
ZaZ Posted March 30, 2013 Author Posted March 30, 2013 Hi Guys just a Quick Note , Im Really Busy With Real Life , So Im not Leaving Modding just taking a Break from it indefinitely , The Next Updates Will Be a Fairly Large and will take my time on it , So as to provide some more kinky fun Cheers Kudos and Thanks to JinZen For actually taking care of the threads Q&A I really Appreciate it.
JinZen Posted March 31, 2013 Posted March 31, 2013 Hi Guys just a Quick Note , Im Really Busy With Real Life , So Im not Leaving Modding just taking a Break from it indefinitely , The Next Updates Will Be a Fairly Large and will take my time on it , So as to provide some more kinky fun Cheers Kudos and Thanks to JinZen For actually taking care of the threads Q&A I really Appreciate it. Just trying as Real life is keeping me quite occupied too lately
xaz Posted April 1, 2013 Posted April 1, 2013 Hi there! This mod is really great! Question: Is there only one pose that enables the character to walk (hands behind)? It would be great to have other bondage poses for walking e.g. bent back, head in a stock, crawl on knees etc. I highly recommend the crawl on fours animation http://skyrim.nexusmods.com/mods/33097 Are there any animations or poses that can be used for a male character to attach piercings on a female? Many thanks. There are many ways to do animation, I guess, but the way it's done for the hands behind pose is that the default hands bound in front is replaced. The reason is that this is the only animation which allows normal leg movement (actually there are some other ones too, but they are rare). To my knowledge Fore doesn't yet know how to make animation slots where legs can move independently, so atm we're stuck with just replacing default animations when it comes to movement while bound.
zax Posted April 2, 2013 Posted April 2, 2013 There are many ways to do animation, I guess, but the way it's done for the hands behind pose is that the default hands bound in front is replaced. The reason is that this is the only animation which allows normal leg movement (actually there are some other ones too, but they are rare). To my knowledge Fore doesn't yet know how to make animation slots where legs can move independently, so atm we're stuck with just replacing default animations when it comes to movement while bound. Hey, didnt know it works like that. Could I theoretically replace default "hands bound" with any other run/walk (or any movement) animation then switch it by script? Or it works differently and just affects hands behavior and legs uses default walk/run animations? I really wanted to use mentioned above "crawl on fours" animation, but havent found working solution for that yet. And Fore doesnt want to add support for this -.- And btw when I look at your name and then at mine it makes me smile.
Funkcikle Posted April 2, 2013 Posted April 2, 2013 There are many ways to do animation, I guess, but the way it's done for the hands behind pose is that the default hands bound in front is replaced. The reason is that this is the only animation which allows normal leg movement (actually there are some other ones too, but they are rare). To my knowledge Fore doesn't yet know how to make animation slots where legs can move independently, so atm we're stuck with just replacing default animations when it comes to movement while bound. Hey, didnt know it works like that. Could I theoretically replace default "hands bound" with any other run/walk (or any movement) animation then switch it by script? Or it works differently and just affects hands behavior and legs uses default walk/run animations? I really wanted to use mentioned above "crawl on fours" animation, but havent found working solution for that yet. And Fore doesnt want to add support for this -.- And btw when I look at your name and then at mine it makes me smile. Might make u smile, but it confuses the shit out of me, I thought you were talking to yourself for a while there....
Kharmazov Posted April 3, 2013 Posted April 3, 2013 I have a sligth problem regarding the followers.Most notably when equiped with zaz cuffs they go from hands bounds to a "shrug" and then back aggain, repeating the cycle non stop.Random NPC's don't seam to have such problem and remain bound.
JinZen Posted April 3, 2013 Posted April 3, 2013 I have a sligth problem regarding the followers.Most notably when equiped with zaz cuffs they go from hands bounds to a "shrug" and then back aggain, repeating the cycle non stop.Random NPC's don't seam to have such problem and remain bound. I think followers are never idle in general... They follow you so it might be the reason why they actually do get weird animations... Also you might have follower overhauls installed which might add to this process... I don't see another reason to do so... NPC's default AI could break bounds and positions too but they don't jump for example... It's the AI causing the trouble
Kharmazov Posted April 3, 2013 Posted April 3, 2013 I have Ultimate Follower Overhaul installed,you're saying that it's what causes the problem??
Kalarr Posted April 3, 2013 Posted April 3, 2013 I have Ultimate Follower Overhaul installed,you're saying that it's what causes the problem?? I did some screwing around with the scripts when Xaz released the package for the first time. To get followers reasonably continuously tied up while following me around, I had to reapply the animation every couple of seconds unless the follower was: sitting (otherwise the follower would end up standing on top of the chair). sleeping. in combat. wielding spell/weapon. running another package than the default 'following me' package. Preventing the follower from using other idles (chairs, forges, randomly scattered ZaZ bondage equipment) or trying to 'disarm' the follower was too much trouble as the package and the script kept screwing up each others animations. I expect you should use an alternative/custom package to disable combat/idles completely and so control the 'always tied up' behaviour. Of course, the same logic also worked to keep the player tied up while running around or idle, but would disable the effect as soon as combat was initiated / other activities started. I never noticed any different behaviour with or without the UFO packages.
JinZen Posted April 3, 2013 Posted April 3, 2013 As I said the main problem is AI... The animation is all that but your followers have an AI on their own... They follow you and comment on you or join you in sneaking and so on... They are been made lively and so they'll do things except out of the bondage... When the script in this pack autoapplied the animation you could put the timer low but they can still move around and such with AI... It's probably the game on its own not being only your fault but that might be things occuring due the personal AI of companions... (every char in the game has a different AI routine as such... Some probably allow messing easier than others)
Morgoth Bauglir Posted April 3, 2013 Posted April 3, 2013 EPIC Mod . Only one issue though . Whenever my PC equips the bag blindfold I get a CTD . Does anyone else experience this ?
lucen15 Posted April 4, 2013 Posted April 4, 2013 As I said the main problem is AI... The animation is all that but your followers have an AI on their own... They follow you and comment on you or join you in sneaking and so on... They are been made lively and so they'll do things except out of the bondage... When the script in this pack autoapplied the animation you could put the timer low but they can still move around and such with AI... It's probably the game on its own not being only your fault but that might be things occuring due the personal AI of companions... (every char in the game has a different AI routine as such... Some probably allow messing easier than others) what about disabling the ai while the animations are running?
JinZen Posted April 4, 2013 Posted April 4, 2013 EPIC Mod . Only one issue though . Whenever my PC equips the bag blindfold I get a CTD . Does anyone else experience this ? I posted issue with it before... It might have partly to do with trying to fix it... It also messes up your head model ... The reason might be cause you start missing your head in general As I said the main problem is AI... The animation is all that but your followers have an AI on their own... They follow you and comment on you or join you in sneaking and so on... They are been made lively and so they'll do things except out of the bondage... When the script in this pack autoapplied the animation you could put the timer low but they can still move around and such with AI... It's probably the game on its own not being only your fault but that might be things occuring due the personal AI of companions... (every char in the game has a different AI routine as such... Some probably allow messing easier than others) what about disabling the ai while the animations are running? Would be a great idea however I only figured the TAI command or tdetect command which in both cases does NOT give the desired effect... Disable AI disables their movement also... tdetect might work but not tried that so far... but it should only remove the detection of the player... Not the rest of the base AI...
lucen15 Posted April 4, 2013 Posted April 4, 2013 As I said the main problem is AI... The animation is all that but your followers have an AI on their own... They follow you and comment on you or join you in sneaking and so on... They are been made lively and so they'll do things except out of the bondage... When the script in this pack autoapplied the animation you could put the timer low but they can still move around and such with AI... It's probably the game on its own not being only your fault but that might be things occuring due the personal AI of companions... (every char in the game has a different AI routine as such... Some probably allow messing easier than others) what about disabling the ai while the animations are running? Would be a great idea however I only figured the TAI command or tdetect command which in both cases does NOT give the desired effect... Disable AI disables their movement also... tdetect might work but not tried that so far... but it should only remove the detection of the player... Not the rest of the base AI... ok i went back and read up all that stuff now and i think i see the problem a bit more clearly now, when you said animation i thought you only meant the still ones i didnt stop to consider the moving ones. im not really great at modding but the two things that i can see you doing is either a: directly overwriting the animations for someone wearing the collars and binds which should work quite fluently but then again may have some implementation problems with the original animations or b: somehow disable the animation for the person wearing the tools and force them to use the intended animations this would probably be very unstable though, i think i saw an auto update button in the Skyrim menu window (forgot the name of the mod temporarily) maybe there is some problem with that. if you have something that is constantly updating the animations maybe something you could decide yourself that would update them between every 1 to infinity seconds, unless of course thats what i saw in the mod manager.
lucen15 Posted April 4, 2013 Posted April 4, 2013 oh btw i am currently making a mod myself i sent a message to mr.chris but read that he wont be here for a while, so is it cool if i use some of the resources to work on my other mod? i will give everyone all their due credit of course
JinZen Posted April 5, 2013 Posted April 5, 2013 oh btw i am currently making a mod myself i sent a message to mr.chris but read that he wont be here for a while, so is it cool if i use some of the resources to work on my other mod? i will give everyone all their due credit of course Giving Credit Honestly I Dont Expect Much , From anyone who wants to use these in His Or Her Mods. All I want to Know is where They are Being Used and Mostly Likely a Link so I can take a look too .Please let me know If Your Using Stuff From Here . Thank You Copied from Chris in the first post If you read the first few lines up to credit you see he does not mind as long as you actually tell him what mod so he can have some fun too Just as perverted as we all are here XD As I said the main problem is AI... The animation is all that but your followers have an AI on their own... They follow you and comment on you or join you in sneaking and so on... They are been made lively and so they'll do things except out of the bondage... When the script in this pack autoapplied the animation you could put the timer low but they can still move around and such with AI... It's probably the game on its own not being only your fault but that might be things occuring due the personal AI of companions... (every char in the game has a different AI routine as such... Some probably allow messing easier than others) what about disabling the ai while the animations are running? Would be a great idea however I only figured the TAI command or tdetect command which in both cases does NOT give the desired effect... Disable AI disables their movement also... tdetect might work but not tried that so far... but it should only remove the detection of the player... Not the rest of the base AI... ok i went back and read up all that stuff now and i think i see the problem a bit more clearly now, when you said animation i thought you only meant the still ones i didnt stop to consider the moving ones. im not really great at modding but the two things that i can see you doing is either a: directly overwriting the animations for someone wearing the collars and binds which should work quite fluently but then again may have some implementation problems with the original animations or b: somehow disable the animation for the person wearing the tools and force them to use the intended animations this would probably be very unstable though, i think i saw an auto update button in the Skyrim menu window (forgot the name of the mod temporarily) maybe there is some problem with that. if you have something that is constantly updating the animations maybe something you could decide yourself that would update them between every 1 to infinity seconds, unless of course thats what i saw in the mod manager. Well your partly correct... You see every NPC has a default routine which is the AI... If you use this framework it does NOT stop the routine. This mod does NOT have the scripts for that... Which means the routine is still executed... Try to put the stocks or something on a moving guard and you will see the guard still moves... He'll also still react to you fighting him and tries to fight but the animation prevents him from using his... I'm not sure wether or not you get damage because it was long ago but I think not... However he moves... As for that the thing slides similar to like what you can do to move your character... Jumping CANCELS animations just as well as a commando somewhere mentioned in the first post... (If you have Estrus or a problem with camera after animation btw it's because the animation is gone but the game does NOT know that which can be solved by hitting animation and jumping after which solves the camera problem... Took me LONG time to figure that out...) However since the routine is not canceled NPC's WILL try to execute routine... This brings us to console... 2 commands are particular to this Tdetect: Makes an NPC NOT see/detect you no matter what mode you are in preventing them from moving their head in your direction (slave posts)... If the NPC has no AI active (ex spawned NPC) then the NPC will still detect you but that command disables that function... TAI: Disables AI of an NPC... ANY spawned NPC does NOT have an AI attached to them and this is WHY spawned NPC's won't move or do anything except DETECTING the player... This is like the best option to make screenshots by spawning new ones as they lack an AI to mess with bindings but ofcourse don't get an effect... Some mods overwrite default AI routines like the Prison Overhaul (guard taking you to jail) and some mods don't... This is a framework just putting things for you or modders to use WITH the negative as well as the positive pointers... However using TAI on a NORMAL NPC's OR even a spawned NPC with disabled AI will ALSO disable ANY animation change whatsoever... In other words you completely lock the NPC... So both of those commands do not have any desired effect and if you want to make slave mods you'll have to mess with scripts for AI... This mod only puts animations... Also Xaz removed the continue checking the animation cause it should not be able to be broken unless you have other mods installed doing so... I had one which caused it for me... The flying ring... I love that ring though I would love to see both of them work but can't have em all and guess I'll have to TCL if I want to move fast over something I hope that makes commands clear Now as to the point you said... On your A and B A: Someone wearing binds and such GET overwrited values cause they follow that animation but just as before the DEFAULT AI is on and has his own routine messing with the routine of the mod itself... Disabling the routine is the only way but that's partial AI and I haven't figured anything for that... So I'm gambling scripts only B: Scripts can do this and it's able to work... Hell I would love to see this game turn into a slave paradise for doms and subs but can't have em all... I don't have time to dive into scripting or modding or I would gladly attempt some stuff but can't do them all... Hell I would have some super idea but so far I doubt modmakers would even touch it cause it's so big and complex in my head that it'll be a semi DLC included in this game with custom location as well ... So yeah... I don't even dare to put up the idea on the forum in general Hope that's the heads up you needed
lucen15 Posted April 5, 2013 Posted April 5, 2013 oh btw i am currently making a mod myself i sent a message to mr.chris but read that he wont be here for a while, so is it cool if i use some of the resources to work on my other mod? i will give everyone all their due credit of course Giving Credit Honestly I Dont Expect Much , From anyone who wants to use these in His Or Her Mods. All I want to Know is where They are Being Used and Mostly Likely a Link so I can take a look too .Please let me know If Your Using Stuff From Here . Thank You Copied from Chris in the first post If you read the first few lines up to credit you see he does not mind as long as you actually tell him what mod so he can have some fun too Just as perverted as we all are here XD As I said the main problem is AI... The animation is all that but your followers have an AI on their own... They follow you and comment on you or join you in sneaking and so on... They are been made lively and so they'll do things except out of the bondage... When the script in this pack autoapplied the animation you could put the timer low but they can still move around and such with AI... It's probably the game on its own not being only your fault but that might be things occuring due the personal AI of companions... (every char in the game has a different AI routine as such... Some probably allow messing easier than others) what about disabling the ai while the animations are running? Would be a great idea however I only figured the TAI command or tdetect command which in both cases does NOT give the desired effect... Disable AI disables their movement also... tdetect might work but not tried that so far... but it should only remove the detection of the player... Not the rest of the base AI... ok i went back and read up all that stuff now and i think i see the problem a bit more clearly now, when you said animation i thought you only meant the still ones i didnt stop to consider the moving ones. im not really great at modding but the two things that i can see you doing is either a: directly overwriting the animations for someone wearing the collars and binds which should work quite fluently but then again may have some implementation problems with the original animations or b: somehow disable the animation for the person wearing the tools and force them to use the intended animations this would probably be very unstable though, i think i saw an auto update button in the Skyrim menu window (forgot the name of the mod temporarily) maybe there is some problem with that. if you have something that is constantly updating the animations maybe something you could decide yourself that would update them between every 1 to infinity seconds, unless of course thats what i saw in the mod manager. Well your partly correct... You see every NPC has a default routine which is the AI... If you use this framework it does NOT stop the routine. This mod does NOT have the scripts for that... Which means the routine is still executed... Try to put the stocks or something on a moving guard and you will see the guard still moves... He'll also still react to you fighting him and tries to fight but the animation prevents him from using his... I'm not sure wether or not you get damage because it was long ago but I think not... However he moves... As for that the thing slides similar to like what you can do to move your character... Jumping CANCELS animations just as well as a commando somewhere mentioned in the first post... (If you have Estrus or a problem with camera after animation btw it's because the animation is gone but the game does NOT know that which can be solved by hitting animation and jumping after which solves the camera problem... Took me LONG time to figure that out...) However since the routine is not canceled NPC's WILL try to execute routine... This brings us to console... 2 commands are particular to this Tdetect: Makes an NPC NOT see/detect you no matter what mode you are in preventing them from moving their head in your direction (slave posts)... If the NPC has no AI active (ex spawned NPC) then the NPC will still detect you but that command disables that function... TAI: Disables AI of an NPC... ANY spawned NPC does NOT have an AI attached to them and this is WHY spawned NPC's won't move or do anything except DETECTING the player... This is like the best option to make screenshots by spawning new ones as they lack an AI to mess with bindings but ofcourse don't get an effect... Some mods overwrite default AI routines like the Prison Overhaul (guard taking you to jail) and some mods don't... This is a framework just putting things for you or modders to use WITH the negative as well as the positive pointers... However using TAI on a NORMAL NPC's OR even a spawned NPC with disabled AI will ALSO disable ANY animation change whatsoever... In other words you completely lock the NPC... So both of those commands do not have any desired effect and if you want to make slave mods you'll have to mess with scripts for AI... This mod only puts animations... Also Xaz removed the continue checking the animation cause it should not be able to be broken unless you have other mods installed doing so... I had one which caused it for me... The flying ring... I love that ring though I would love to see both of them work but can't have em all and guess I'll have to TCL if I want to move fast over something I hope that makes commands clear Now as to the point you said... On your A and B A: Someone wearing binds and such GET overwrited values cause they follow that animation but just as before the DEFAULT AI is on and has his own routine messing with the routine of the mod itself... Disabling the routine is the only way but that's partial AI and I haven't figured anything for that... So I'm gambling scripts only B: Scripts can do this and it's able to work... Hell I would love to see this game turn into a slave paradise for doms and subs but can't have em all... I don't have time to dive into scripting or modding or I would gladly attempt some stuff but can't do them all... Hell I would have some super idea but so far I doubt modmakers would even touch it cause it's so big and complex in my head that it'll be a semi DLC included in this game with custom location as well ... So yeah... I don't even dare to put up the idea on the forum in general Hope that's the heads up you needed yeah i wish i could help more but right now i am only a poor little college computer sciense student who have barely scratched the surface of c in visual studios and now we are currently working on matlab and databases but maybe when i get a little more experience and such i will be able to help out i will take a proper look at it anyway and see if i can get any neat ideas. oh and btw the mod i am making is right here http://skyrim.nexusmods.com/mods/31907 it is'nt a full mod but an addon for another mod. Cheers
Kharmazov Posted April 5, 2013 Posted April 5, 2013 Ok after some tweaking with console and a lot more cursing I've finally managed to solve the issue.Turn's out that when using using UFO all one has to do is to select one of dialog options, or more specifilily "You know...." and afterwards "Stick close and keep out combat" and that will break the routine.Afterwards the follower will just tag along as good and obidient pet with his/her hands bound.Anyway tahnks for all the comments guys,appreciate the help.;-)
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now