Dog follower

Post » Sat Nov 17, 2012 2:08 am

Hey, I'm making a dog companion as part of a bigger mod

I've managed to get it to answer me/follow me, and I can dismiss/tell it to wait.
However, if I dismiss the dog it becomes unresponsive and I can't hire again :(

Does anybody know a fix for this, or a reason why it might be happening? Anyone who's tried making a dog follower before encounter this problem?
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Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Sat Nov 17, 2012 4:30 am

Make sure you've assigned the appropriate factions in the Faction tab of the Object.

CurrentFollowerFaction should be set to -1
PlayerPotentialAnimalFaction should be set to 0

If it only stand still in a single location when you dismiss it, make an AI Package. If you want it to stay in the same location and wander around where it was dismissed, just duplicate any of the DefaultSandboxEditorLocation AI Packages, and set location to "Near self" instead of "Near editor location".
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Eilidh Brian
 
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Joined: Mon Jun 19, 2006 10:45 am

Post » Fri Nov 16, 2012 11:47 pm

Thanks for the advice :)

Though I was already doing those things :(
I can get it to wander around and I can hire it, it's just rehiring it that is the problem (once it has been dismissed).

Thanks anyway
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QuinDINGDONGcey
 
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Joined: Mon Jul 23, 2007 4:11 pm

Post » Fri Nov 16, 2012 6:47 pm

I really have no clue in Animal followers but

If you have WEDogFollowerScript in your PapyrusScripts in the NPC, remove it.

Also in the bottom-left template data


Actor Base EncDog
check Use Scripts, Use Def Pack List
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Iain Lamb
 
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