Help Random NPC follow Player

Post » Mon Nov 19, 2012 3:26 pm

Hello,

I want a random NPC selected through an alias to follow the player around at a certain distance, and later, under some specific condition (maybe time?), engage the player in a conversation.

I'm quite a newbie with the CK, and I might have been understanding the tutorials wrong. I am trying to acomplish this through a scene. I have a quest with game start enabled and an alias selected to near reference PlayerRef (without conditions). In the scene I have at the moment a single phase with the follower alias and a follow player package attached. The scene has begin on scene start selected. In the wiki tutorial it says that I have to tick this box or start the scene by script, which might be an option for when I'm more adept...

What do I have to do to trigger the scene? Is the scene really supposed to start and fill the alias just with this info? (nothing happens in game...) I really have the feeling that I'm missing really important info...

Thanks in advance for any help!
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SaVino GοΜ
 
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Post » Mon Nov 19, 2012 3:38 pm

You're problem is probably a BUG in the CK.

Start-Game-Enabled is (very probably) broken.

The workaround is to think of another way of starting your Quest.

Triggerboxes are very good, if you can know that your player has to walk somewhere specific, at some point: http://www.creationkit.com/Complete_Example_Scripts#A_Trigger_That_Detects_When_The_Player_Enters


Or you can use an GetDistance function (http://www.creationkit.com/GetDistance_-_ObjectReference) as part of an OnUpdate Script/Event that you place on the Follower-ALIAS ... So that when the player gets within a certain distance of your NPC (and that distance could be 1 metre, or could be miles and miles) then your Scene would start


Obviously there are many, many ways to start quests ... without using Start-Game-Enabled ... but those two are possibly two of the more popular choices.


Best of luck ... You did everything right, by the look of things, but the tutorial does not know about the current Start-Game-Enabled BUG (which you can read all about here: http://www.gamesas.com/topic/1413287-dialoguequest-bug-thread-3/) Oh, and don't be fooled that we refer to it as The Dialogue Bug.
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Honey Suckle
 
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Post » Mon Nov 19, 2012 12:54 pm

Thank you, h4vent!

I already solved this by starting the scene through a script in another quest. Now I can reset and restart the scene whenever I need and it works nicely every time. I'm reusing the single alias each time by reseting the quest and clearing the alias each time. It's actually quite nice to see that once you start understanding better how the CK and scripting works, that you can manage to have a lot happening with a single scene and 20 lines of code.

The quest with start game enabled only runs the main script, and I have aliases, dialogues and scenes running from a non start game enabled quest which I only use as a holder...
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Chelsea Head
 
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Post » Mon Nov 19, 2012 7:09 am

Thank you, h4vent!

I already solved this by starting the scene through a script in another quest. Now I can reset and restart the scene whenever I need and it works nicely every time. I'm reusing the single alias each time by reseting the quest and clearing the alias each time. It's actually quite nice to see that once you start understanding better how the CK and scripting works, that you can manage to have a lot happening with a single scene and 20 lines of code.

The quest with start game enabled only runs the main script, and I have aliases, dialogues and scenes running from a non start game enabled quest which I only use as a holder...
:) Well done. Perfect work-around

(Note to GoldNames: That's not to say we all want to keep using the workarounds ;))
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Kayla Bee
 
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