help with addtofaction in the quest stages

Post » Tue Nov 20, 2012 12:51 pm

I would like to have the NPC to not become a follower until a certain stage has been met. I made a guess at the quest stage papyrus... (unsuccessfully)

Alias_Name.GetReference().AddToFaction(CurrentFollowerFaction(-1))

Anyone know how to do this correctly? And thanks for reading!
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michael danso
 
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Post » Tue Nov 20, 2012 11:21 am

Actor Follower = Alias_Name.GetActorRef()Follower.AddToFaction(PotentialFollowerFaction))Follower.SetRelationshipRank(Game.GetPlayer(), 1)
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Robert DeLarosa
 
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Post » Tue Nov 20, 2012 9:37 am

Actor Follower = Alias_Name.GetActorRef()Follower.AddToFaction(PotentialFollowerFaction))Follower.SetRelationshipRank(Game.GetPlayer(), 1)

Thanks! I'll give it a shot.
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kat no x
 
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Post » Tue Nov 20, 2012 4:20 am

Thanks for the help again. I did run into a couple issues. When I put your post in, the compile mentioned ")" so I tried to both remove it then add some definition.

.................................................................
Actor Follower = Alias_Nonel.GetActorRef()
Follower.AddToFaction(PotentialFollowerFaction())
Follower.SetRelationshipRank(Game.GetPlayer(), 1)

compile-->required (...)+ loop did not match anything at input ')'

Actor Follower = Alias_Nonel.GetActorRef()
Follower.AddToFaction(PotentialFollowerFaction)
Follower.SetRelationshipRank(Game.GetPlayer(), 1)

compile -->"PotentialFollowerFaction is undefined"


Actor Follower = Alias_Nonel.GetActorRef()
Follower.AddToFaction(PotentialFollowerFaction())
Follower.SetRelationshipRank(Game.GetPlayer(), 1)


compile -->"PotentialFollowerFaction is not a function or does not exist"

.................................................................

Why does PotentialFollowerFaction not exist?
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Ross
 
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Post » Tue Nov 20, 2012 9:51 am

You need to define it as a faction property before your script can use it.
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Laura Mclean
 
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Post » Tue Nov 20, 2012 7:36 am

Interesting. I definitely need to learn more about that. :-) Is that done by clicking the "properties" on the lower right of the papyrus window and doing a few things in there?
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Claire Lynham
 
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Post » Tue Nov 20, 2012 6:16 am

Yes. "Properties" then "add property".
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Irmacuba
 
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Post » Tue Nov 20, 2012 4:44 am

Alrighty I defined potentialfollowerfaction as a faction in the add propertyand still got the same "PotentialFollowerFaction is not a function or does not exist." Was there an initial value or script I needed to add there? Or is there a property auto after it? I've been mulling over the www.creationkit.com declaring and auto properties infos, but I think I'll have to take a look at it tomorrow when I'm more awake. And gotta say yet again, thanks for the responses PrinceShroob, you've been helpful.
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Facebook me
 
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Post » Tue Nov 20, 2012 4:11 am

Are you absolutely certain that you've set it as a faction property called "PotentialFollowerFaction"?

Does the alias exist?
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Annika Marziniak
 
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Post » Tue Nov 20, 2012 8:09 am

...

Does the alias exist?

I think you got it right there. Not sure how to go about a faction alias, ha ha, but I'll take a look here.
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Sami Blackburn
 
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Post » Tue Nov 20, 2012 3:39 am

No, no; actor alias. The aliases tab.

Make a unique actor fill type alias and choose your follower to fill it.
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Mashystar
 
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Post » Tue Nov 20, 2012 5:26 am

Yeah, the unique actor alias exists.
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Glu Glu
 
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Post » Tue Nov 20, 2012 3:20 pm

I probably have some very simple oversight. Here's my complete papyrus fragment on that quest stage


SetObjectiveDisplayed(10)
Alias_bandit.GetReference().Enable()
Actor Follower = Alias_Nonel.GetActorRef()
Follower.AddToFaction(PotentialFollowerFaction())
Follower.SetRelationshipRank(Game.GetPlayer(), 1)
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tegan fiamengo
 
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Post » Tue Nov 20, 2012 1:40 am

No "()" after "PotentialFollowerFaction".
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Andrew Tarango
 
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Post » Tue Nov 20, 2012 7:02 am

Fantastic! Yup that was it. Works beautifully. Thanks again!
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Laura Elizabeth
 
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