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Creating a ForceGreet for an active follower


MagicalDude

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Posted

It's an interesting issue I am running into and I am hoping for some clarification.
 
I can create a ForceGreet for an active follower through the use of scenes with ease. But I was looking for a way to do it without scenes and after many attempts, I wasn't able to do it. My step process went like this:

  • Created a new Quest Topic (SDETestFG) with an alias
  • Created a script within that quest:
Scriptname SDETestScript extends Quest Conditional
Int Property TestTrigger = 0 Auto Conditional
  • Create a dialogue branch in the normal with my starting topic being SDETestFGBranchTopic. The conditions for that topic are
GetVMQuestVariable Quest: SDETestFG, ::TestTrigger_var == 1.00 AND
  • At the end of the forcegreet dialogue, I use this fragment:
(GetOwningQuest() as SDETestScript).TestTrigger = 2
  • We create our AI Package (SDEFG) using the above conditions for the AI package to trigger: 
GetVMQuestVariable Quest: SDETestFG, ::TestTrigger_var == 1.00 AND
  • I also set the template to forcegreet, have the topic link to our branch and set out NPC wait and Trigger Location to our playerref.
  • Next, we create our trigger (SDETrigger) and add the following script:
Scriptname SDETestTrggerScript extends ObjectReference
Int Property TestTriggerA = 0 Auto 
Quest Property OwnerQuest auto
objectReference property triggerActor auto
EVENT onTriggerEnter(objectReference triggerRef)
     if (triggerRef as actor == triggerActor && TestTriggerA == 0)
          TestTriggerA += 1
          (OwnerQuest as SDETestScript).TestTrigger +=1
     endif
endEvent
  • Go to edit properties and fill in the variables
  • Now we go to our render window and add a trigger box in Markarth, near the abandoned house.
  • We add the SDETrigger activator into our box.

I am hoping someone will point me in the right direction or show how do it with a person who is following you.

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