Scarecrow Posted April 5, 2016 Posted April 5, 2016 So I have a mod where I talk to someone, and he sends all my current followers out to travel to Darkwater Crossing's map marker. However, I've ran it multiple times and instead of traveling to darkwater, they just go back to whatever they were doing before being my follower. Anyone know how to fix this?Here's a step-by-step on what I did: 1) Made scenes for each of my 20 Reference Aliases I have specifically made for them that makes the actors travel to Darkwater Crossing's map marker. (20 total for 20 custom followers) 2) Forces the Reference Aliases to each point to the reference of my 20 custom followers (or less) 3) Dismiss each custom follower. 4) ForceStart() each scene And here's a rough outline of the script fragment that runs the scenes: ;opMembers = Array of ReferenceAliases that stores the ReferenceAliases I made for the scenes ;memFollowers = Array of ReferenceAliases that stores the RefAliases for my custom followers ;GMMemberDialogueFollower = Quest for my custom followers to recruit and dismiss them. I use it here to dismiss them. ;scenes = Array of all 20 scenes that make each actor travel to Darkwater Crossing int j = 0 while j < 20 if (memFollowers[j].GetRef() != None) opMembers[j].ForceRefTo(memFollowers[j].GetRef()) GMMemberDialogueFollower.DismissFollower(memFollowers[j].GetActorReference(), true) scenes[j].ForceStart() endif j+=1 endwhile Any help would be appreciated. Thank you.
Guest Posted April 5, 2016 Posted April 5, 2016 What the scene does? A single Actor with just a travel package? in this case you don't need the scene, but just adding the package to the RefAlias. Put a couple of debug lines inside the scene start event, and the scene end event, to see if it actually runs. The function .DismissFollower() is pretty strong. Be sure your "follower" will not lose the factions or any other variable you are testing in the travel package.
Scarecrow Posted April 5, 2016 Author Posted April 5, 2016 Thanks for the advice CPU. Yes, the scene is just the actor with the travel package. However, if I wanted the RefAlias to run another package after he travels to Darkwater Crossing and I talk to him, would it still be good to put the package within the RefAlias? For instance, if I wanted the Actor to travel to Darkwater, wait until I initiate dialogue with him, and then perform an action in Darkwater. And I've checked whether the scenes were running using the .IsPlaying() function, and they all seem to be active, at least..
Guest Posted April 5, 2016 Posted April 5, 2016 Mh. You have two options. 1) Add two (or more) packages to the RefAlias, and then condition them on something (like a quest script variable.) 2) Use the SKSE function AddPackageOverride to add the packages to the actors directly. Both solution will have the same result, of course they need some slightly different scripting approach (but looking at your code, I don't think you will be afraid.)
Scarecrow Posted April 6, 2016 Author Posted April 6, 2016 Placing the package within the ReferenceAlias itself is much more reliable than using a scene, and the package is running fine now. However, now the dialogue I set to run after the package ends doesn't show, even though I know for certain all the conditions are being met through debugging. I'm sure I'll find out the problem eventually, but if you know what's wrong it would be a big help, as I'm already behind schedule. Thanks for everything so far, either way.
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