Jump to content

[solved] No interaction with follower after recruiting


Recommended Posts

Posted (edited)

Hello, sorry for question, me again. Have one problem here - in process of making custom follower after recruiting them interaction with this follower vanishes, follower recruited and if hold E even can give commands, but no interaction while in crosshair (you know how usually must be - talk/open/search - E)

Can't talk to follower entirely

Im using this guide [yt link to Joseph Russell] and scripts from it.

And first follower was working greatly [additional info under spoiler]

Spoiler

although it was based on character from quest, which disables after it's completion.

IF i make alias in follower quest static follower can ve interacted, but after dismiss cannot be hired (because scripts from guide clear alias, if remove this clear() method follower cannot be dismissed entirely and always have topic "part ways")

So, whats might be wrong, where interaction goes?

Edited by OverseerPrimeXF
problem solved
  • OverseerPrimeXF changed the title to [CreationKit related] No interaction with follower after recruiting
Posted (edited)

My guess would be that the follower does not pass the conditions set for the dialogue topics. This one for instance is the one they use for "Follow me. I need your help.":

 

 [00] Skyrim.esm (7CAB85A9) \ Dialog Topic \ 000B0EE6 <DialogueFavorGenericFollowBranchTopic> \ 000B0EE9

 

Conditions:

  • Subject must not be in faction: PotentialHireling
  • Subject must not be in faction: CurrentFollowerFaction
  • Subject has to be in faction: PotentialFollowerFaction
  • Subject has to have a compatible voice type: VoicesFollowerNeutral
  • PlayerFollowerCount GV has to be 0.
  • GetRelationshipRank must be 1 or greater.

Out of these, my bet is on the voice type.

Edited by traison
Posted (edited)

Usually if conditions not passed npc still have option to interact, actor just will not say anything, in my case conditions allowing follower to speak, AND i kinda have forcegreet on first meet, and in the end of this forcegreet dialogue ends, follower becomes, well, follower and following you. if i interact with follower before this last sentence spoken/finished i can still get into conversation, but if i quit it no more interactions. thats ridiculous.

follower can't forcegreet anymore either. but if i skip 'hiring' interaction and forcegreets are working as intended.

I just lost any idea what can be the reason on that

 

And - does method actor.setplayerteammate() makes actor follow player, in my case follower draws weapons, but not going anythere

Edited by OverseerPrimeXF
i can print keyboard veri well
Posted (edited)

made copy in follower and apparently this one works nice, maybe something in packages of follower? forcegreet packages or something, i only use packages in additional quests, placing them in quest aliases to speak with player on specific stages

 

Removed all aliases with packages but no miracle, kinda strange, maybe first follower cursed?

Edited by OverseerPrimeXF
Posted

hellooo, sorry for me again, i think it's because setdisplayname() method used on npc, if i rename it follower will be uniteractable after recruiting, and if i dont - everythink seems fine. 

Is setdisplayname() inappropriate way to temporally rename actors?

Posted
51 minutes ago, OverseerPrimeXF said:

Is setdisplayname() inappropriate way to temporally rename actors?

 

Not an expert on quests, but I would attempt to do this with a quest alias.

Posted
1 hour ago, traison said:

 

Not an expert on quests, but I would attempt to do this with a quest alias.

yes, serana renamed thougth alias, but at first try no success, i'll try to keep trying, but after this uninteractable follower case i feel i'm going insane with it already

Posted (edited)

And we have a winner here (but not for long i assume), still a butt tonn of work on it, but follower now  have a 'cloaking' name at first meet

 

one problem still present - somehow after reloading the save follower stops follow, but still can command by holding E? that problem for next time

 

upd: looks like skyrim really don't like then npc's name changing - so recruit and dismiss your followers BEFORE name changing (even) throught alias, and never? throught setdisplayname() from skse, it will eliminate interaction with follower

Edited by OverseerPrimeXF
add info
  • OverseerPrimeXF changed the title to [solved] No interaction with follower after recruiting

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...