Adding NPC as possible follower at the end of dial

Post » Wed Jun 12, 2013 12:44 am

I tried...I really did...but there is no good explanation or tutorial for this.

When my NPC is done talking the dialog script I have the following:

GetOwningQuest().SetStage(20)akspeaker.SetRelationshipRank(Game.GetPlayer(), 1)

And it works fine and compiles, but nothing happens. So I add in this line:

akspeaker.setfactionrank (PotentialFollowerFaction, 1)

Then it gives me this error:

: variable PotentialFollowerFaction is undefined

Like hell it is. I've seen this exact script to use in other mods for followers, so I don't know what's wrong.

I don't want to add this as a custom follower, I just want to use the vanilla follower system so that after he's done talking it gives me that "Follow me" option in dialog and then the normal system comes into play.

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stevie critchley
 
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Post » Tue Jun 11, 2013 6:39 pm

Did you set the property PotentialFollowerFaction ?

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Lil'.KiiDD
 
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Post » Tue Jun 11, 2013 9:13 pm

Why would I need to do that? It's a dialog script fragment. I don't even think that's possible.

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Nancy RIP
 
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Post » Wed Jun 12, 2013 1:37 am

Because you need it. PotentialFollowerFaction is not part of Papyrus script, it must be declared as variable or property.

You have to set a property Faction named "PotentialFollowerFaction" and fill it with the PotentialFollowerFaction faction.

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Sharra Llenos
 
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Post » Tue Jun 11, 2013 6:21 pm

Okay I figured out I was doing properties wrong, you gotta fill the value thru the CK.

Thanks man! Problem solved.

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Adriana Lenzo
 
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