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Use existing follower to build on dialogue, quest, etc?


chajapa

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Posted

I created a follower and she works in game just fine as a follower. Uses the vanilla follower system, etc. She's JUST a basic follower (but prettier)

 

Can I load her into CK and start adding dialogue and/or quest stages, etc to build upon the character? A lot of instructions I've seen had you adding a quest first and then adding a character into it. I already have the character. 

 

Just load her into CK and start adding stuff?

Posted

Yes.

 

Edit your follower mod.

Then start by adding a Quest.

Set-up the quest, add a dialogue, set the dialogues as valid for your follower ID.

Define a way for the quest to start (random encounter? Radiant quest? Up to you to decide...)

 

Remember to generate the SEQ file for the mod at least once after you add the very first dialogue in your quest (or the dialogue will not work.)

 

Posted

Yes.

 

Edit your follower mod.

Then start by adding a Quest.

Set-up the quest, add a dialogue, set the dialogues as valid for your follower ID.

Define a way for the quest to start (random encounter? Radiant quest? Up to you to decide...)

 

Remember to generate the SEQ file for the mod at least once after you add the very first dialogue in your quest (or the dialogue will not work.)

 

Thanks, CPU. I have to think a bit...plan a bit... and try to map out how I want to develop this. :)

 

Appreciate your help as always

Posted

OK, I started this project. Still more planning to do, but a lot to learn. I'm primarily just a dialogue guy...

 

Anyways.... I loaded my follower mod into CK and started editing. Added a quest, got a force greet working as I wanted when you walk into the building where she is, advances to next stage of quest when force greet dialogue ends.

 

Moved on to creating a scene... kind of a "let's talk somewhere more private" scene. Leave the building. Go to a marker. And dialogue starts within the scene.

 

QUESTION: How does a scene end? Do I have to tell it to end after the last phase in the scene or will it automagically end when the last action is complete?

Posted

Usually, a scene ends when all the packages of the last phase are completed.

A scene can end also if there is no phase that is valid after the current one (for example no conditions are respected.)

Posted

Ok... So I can end the scene and then continue after with dialogue. Just gotta figure out how to word the scene's ending dialogue so that continuing after makes sense.

 

Also looking at how to start a scene from a dialogue script fragment.

 

Would be real nice if I could transition right from the scene into dialogue. And if I could simply use the dialogue to make her my follower instead of having to break out to use the vanilla "follow me, I need your help".... I think your tutorial on making a follower actually covers that. Gonna go pull it up and read it again :)

 

Thanks!

Posted

Scene Property myScene Auto

ReferenceAlias Property actor1 Auto

ReferenceAlias Property actor2 Auto

 

actor1.forceRefTo(...)

actor2.forceRefTo(...)

myScene.start()

 

     or

 

myScene.forceStart()

 

 
 
 
Posted

Is there a way I can get her to be my follower...using the vanilla system... but through a script so I don't have to use the vanilla "follow me, I need your help" dialogue?

 

She has all the proper factions to be eligible as a follower and she was created with relationship as Ally. She already works fine as a follower, but...

 

I'd like to have the dialogue have her asking if she can follow me and then the player says, "Yes, you can come with me. Get your gear and let's go" and have a script fire that makes her a follower right there. Vanilla follower system. I can find all kinds of tutorials for building a custom follower system, but she works fine as a vanilla follower and if I need more then recruiting her as a vanilla follower also brings her into EFF quite nicely. I tested her as a plain old follower before I started editing and she was fine.

Posted

OK.... not liking the scene thing. I have the player and the follower into the aliases, The dialogue starts the scene. The follower does her action in the scene, which is to exit Riverwood Trader and walk to the Riverwood Start marker. The player just stands there in Riverwood trader. If I manually take him to the marker, nothing happens. The follower just stands there and the dialogues in the scene don't play.

 

They're using the SAME package! She walks to the spot... player doesn't.


OK.... not liking the scene thing. I have the player and the follower into the aliases, The dialogue starts the scene. The follower does her action in the scene, which is to exit Riverwood Trader and walk to the Riverwood Start marker. The player just stands there in Riverwood trader. If I manually take him to the marker, nothing happens. The follower just stands there and the dialogues in the scene don't play.

 

They're using the SAME package! She walks to the spot... player doesn't.

Posted

Be aware that if you need the player to run a scene, you need to disable the player AI. (And re-enable it at the end of the scene.)

While the player is AI controlled, walking and dialogues are not possible (controlled by the real person playing, of course, what is give as a package will be executed.)

Posted

OK...well I totally switched gears and started over. I'm a dialogue guy.

I couldn't figure out the whole, disable Player's AI and reenable and all that...

I needed to keep it a bit simpler. So I have her quest starting, telling you where to meet her, and then using quest stages and blocking dialogues to progress through introductions and story telling. 

 

I'm liking this better as it's more familiar to me. Now I need to slowly add in the content, build on the story, ... this is gonna take a while, hahah... I remember doing these things in JUGs and getting very frustrated.

 

Her name is Elsie LaVache which loosely translates (I think) to "Elsie the Cow"... 

 

SexLab is a dependancy ... have to decide it Milk Mod Economy will be a hard dependancy, but since that's really what she's all about, I'm thinking it makes sense. And for a lot of stuff I won't have to reinvent the wheel.

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