Giving a friendly dragon dialogue + making a follower?

Post » Mon Jun 18, 2012 9:06 am

So I'm messing around with the kit, and I decided that I'd create a quest line starting from a dragon. I've made it friendly, and it doesn't attack unless attacked by friends, but whenever I go up to talk to it, it doesn't respond. I've placed dialogue trees and assigned them to it, but it just won't register. And it's not that the sound files aren't there, because I replaced its dialogue with Argonian sounds.

There is no option to 'Press E to Talk to X' whenever I approach it. I've probably completely missed something obvious, but I would appreciate help :<

And, on another note, how do you assign an NPC to be a potential follower? I want to make it so that you have to complete the quest before the dragon can be your follower, but I'm kind of confused on it all.

Thank you very much in advance!
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Kelly Osbourne Kelly
 
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Post » Mon Jun 18, 2012 7:47 am

Take a look at how Paarthurnax is set up against the other dragons. Dragons don't have the "allow pc dialouge" checkbox ticked, (which you'll find under RACE) Paarthurnax has a script that allows him to initiate conversation. Not sure, but maybe you can tweak that same script for your purposes.

Your other hurdle (which I've been looking into myself) is making them a decent permanent follower. Your best bet is to get a better understanding of how the dragon's "Action Events" (which play the animations at the right time, IE ActionFlyStart and ActionFlyStop) interact with their "Havok Behavior Graph" (which you can NOT edit unless a techy type can create a 3rd party tool, and from what I understand - don't expect that anytime soon) These actions MAY be moddable with scripiting. I'm not a scripter, and I certainly am not capable of creating custom animations yet, so I couldn't tell you how to go about that.

Without any scripting or manipulation, dragons that are given follower packages are VERY buggy. Give this mod a try and you'll see what I mean.

http://skyrim.nexusmods.com/downloads/file.php?id=7458

They were made before the CK -http://skyrim.nexusmods.com/downloads/file.php?id=4554 using Paartuhrnax and Odahviing as bases, given follower packages and had the names and base id's changed via tessnip or similar program. They'll follow you as they "walk" with your character, but they have a tendency to disapear under ground. When there's a fight, the dragons will fly and help fight ...but then they'll end up flying away, sometimes off the map even, because either thier Action Events or their Behaviour Graph is not playing nice with the follower packages and become confused. I couldn't tell you what is causing them to fly off.

Anyway good luck. I hope this was helpful. :P
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Michelle davies
 
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Post » Mon Jun 18, 2012 3:13 pm

Briefly: pa ActionFlyStop (and stuff) can get them to land. From tests with reanimated dragons, they'll engage hostiles automatically with flying.
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sam smith
 
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Post » Mon Jun 18, 2012 4:05 pm

Adding the script that allows Paarthurnax and Odahviig to speak to the player (defaultAllowPCDialogueScript) does not work :<
Is there a way to just completely overall the ActorBase, by any chance? Because if I can alter a friendly NPC (ie Aela, Lydia, etc) into the dragon, then that would make things a lot easier =P
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Chica Cheve
 
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Post » Mon Jun 18, 2012 6:50 am

For a dragon, you will need to edit the DragonRace entry. In the Object Window, go to Character > Race. Then right click the DragonRace entry and select edit. Then make sure the Allow PC Dialogue box is ticked. I think you might also need to give your NPC "defaultAllowPCDialogueScript" under the Scripts window when editing your NPC. I have a working dragon follower that you can talk to and give follower commands to. My advice is to copy an existing follower and set their race to dragon, making the changes to the dragon race entry i described above. Feel free to look at my mod in the Creation Kit if you want. You can find it http://skyrim.nexusmods.com/downloads/file.php?id=9042.
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lexy
 
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Post » Mon Jun 18, 2012 5:06 am

Alright, so I got the dragon to talk, still no luck on the follower thing (though I'll look at your companion thing in the morning). It does, however, think it's Lydia. Except without the follower option.
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Mario Alcantar
 
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Post » Mon Jun 18, 2012 3:32 pm

I have the dragon giving the quest dialogue now, but it isn't actually giving the quest itself. As in, it's not going into the quest log as a quest. Any suggestions?

And also, still no luck on the follower field :<
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Danny Blight
 
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Post » Mon Jun 18, 2012 6:30 am

Up.
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Danny Warner
 
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Post » Mon Jun 18, 2012 2:21 pm

up.
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James Rhead
 
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Post » Mon Jun 18, 2012 9:46 am

Got the quest working, still wondering about the follower thing, though :)
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Matt Terry
 
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Post » Mon Jun 18, 2012 10:49 am

Okay, to get my dragon follower to work, I added the following to it:

Scripts - defaultAllowPCDialogue, DialogueFollowerScript
Factions - CurrrentFollowerFaction rank -1, PlayerFaction rank 0, PotentialFollowerFaction rank 0
Relationship - right click to add a new relationship. ID can be whatever you want it. Parent is your NPC. Child, set this to Player. Relationship Level, set this to Ally. Association Type, leave this field alone
AI Packages - PlayerFollowerPackage

Hope this helps.
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Michelle Chau
 
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Post » Mon Jun 18, 2012 3:15 pm

Thank you very much :biggrin:
EDIT: Upon entering the packages in, it's still not working :<

And also, what's the console code to get the ID of a NPC? I can't find one of my quest objectives and I don't know how to figure out what her ID is.
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Chantelle Walker
 
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Post » Mon Jun 18, 2012 11:34 am

Type "help *name*", where *name* is the name or part of the name of the NPC (I think this can be either the CK name or the actual displayed name ... not sure).
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Ruben Bernal
 
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Post » Mon Jun 18, 2012 3:11 pm

Thank you very much :)
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Kelsey Hall
 
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Post » Mon Jun 18, 2012 5:07 pm

Upon entering the packages in, it's still not working

Hmm, that should have done the trick. I'll have a play around with creating a follower from scratch, as I just copied an existing follower, and see if I can get something working. I'll let you know how that goes.

Does it still think it's Lydia?
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c.o.s.m.o
 
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Post » Mon Jun 18, 2012 4:45 pm

No, I removed the WhiterunHousecarl faction, and that stopped it from thinking it was Lydia. However, it wouldn't follow me before that either.
The only way I got it to even move with me was to just set the packages on Follow, but then it wouldn't stop or take commands.
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Eve(G)
 
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Post » Mon Jun 18, 2012 11:55 am

After having a bit of a play around with creating one from scratch, I'm thinking its missing the dialogue options, but i can't add any of the existing dialogue to my NPC. I'm going to keep playing around and I'll let you know if I have any luck.
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trisha punch
 
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Post » Mon Jun 18, 2012 6:18 am

Thank you, that would be great!
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Adam Baumgartner
 
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Post » Mon Jun 18, 2012 6:38 pm

I can't figure out how to add dialogue to an NPC. It's frustrating the heck out of me.
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Kate Norris
 
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Post » Mon Jun 18, 2012 12:26 pm

I've been trying to add Dialogue to a Summon I made, I pretty much copied the Spectral Assassin spell but none of the dialogue carried over, been mucking about in the dialogue editor since and I cannot get my head around it... Will let you know if I figure something out.
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Brandi Norton
 
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