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Follower, how to?


Heromaster

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Posted

Ok, so I'm short before hitting the boiling point. I want to make a NPC, who already exists in the world, follow me. So I setup an ReferenceAlias, gave this Alias a Follow package and gave it a condition that it only runs when a global var is set to 1.

I have created a dialogue. After the dialogue I set the quest to another stage. In this stage I change the global and let the npc reevaluate his packages.

But it doesnt work. The NPC doesn't follow me.

 

This is my progress so

 

In the quest stage tab

 

_FollowPlayer.SetValue(1)
(Alias_NPCToFollow.GetRef() as Actor).EvaluatePackage()

 

In the topic info

 

GetOwningQuest().SetStage(20)

 

So how do I it? Google doesn't really help me, since all I found were fucking tutorials which creating a new NPC who is already prepared to follow you. But I have found none so far, which just shows you how to let an existing npc following you.

Posted

Thank you, but this doesn't help me that much. I don't want a npc to be my follower, I just want him to follow me regardless of faction and relationship. Sry, sometimes it is hard for me to express in English what I want to say :)

 

I created a scene, where it already works but somehow it doesn't work outside of a scene aka in a quest.

Posted

Saving and reloading the game fixed the problem. Something was broken when I added the package to the alias. Someday I'm becoming a grey, old man thanks to the CK :-/

 

 

Try this, in order for a NPC to follow you it must be configured as a follow. There is no other way around it.

 

If you want a companion that's probably true. The problem was, I just want a npc to follow me but he is not required to accompany me.

Posted

If you want a companion that's probably true. The problem was, I just want a npc to follow me but he is not required to accompany me.

 

He has to be a companion in order for him to follow you. Even guards are companions.

 

Accompany means follow......

Posted

Ok, now I am confused. We may talk from different things. I explictly set a AI package (FollowPlayer) in a RefAlias. The Alias points at a NPC when some conditions are met. And the NPC does follow me now. Neither I changed the factions nor his relationship. I also created a scene the same way, just with the difference that the scene worked w/o this save & reload shit.

Posted

Ok, now I am confused. We may talk from different things. I explictly set a AI package (FollowPlayer) in a RefAlias. The Alias points at a NPC when some conditions are met. And the NPC does follow me now. Neither I changed the factions nor his relationship. I also created a scene the same way, just with the difference that the scene worked w/o this save & reload shit.

 

What's the priority of the Quest you created? AI packages are run and ordered as follows:

  1. Scenes. AI packages in quest scenes override everything. Since an actor can only be in one scene at a time, this trumps all. Note that some events like the crowd gathering around a bard playing is a scene and unless you lock the actor in place, or prevent them from being in the scene, they're going to start walking to their scene position.
  2. Quest aliases AI Packages ordered by the quest's priority. When two AI packages from two different quests can run, the one with the highest priority wins. ( If the priority of both quests are the same I think it's pretty much random )
  3.  Actor default AI Packages. These are packages attached to the actor directly.

 

 

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