» Sat Jun 23, 2012 11:34 pm
I'm not gonna watch that tutorial so I don't know what is exactly in it.
Having said that I've just created one myself yesterday which (in limited testing) seemed to work.
(I'll try to explainwhat I can w/o access to the CKnow)
You need an animal, with a race that has the allow player dialogue ticked (most creatures do not have this, so you'd need to sopy this).
- If you copy a creature and change something you usually also have to set the creaturearmor type or something; it's on the first page of the race form on the bottem, somewhat left of the middle. In the original race form it will be empty but you need to set it correctly in your copy)
. It's probably best to leave the keyword with animal in it on the race form but remove the creature keyword (I thinkthat will cause a lot of aggresion towards it).
Then you can place the creature (just copy a regular creature of the type and set the race to your newly created race).
Then add factions:
- currentplayerfollower (and set this to -1 afterwards)
- andthe animale version of potential follower : something like potentialanimalfollower.
Then you need a script to activate all this too: search for dogs and look for a dog that starts with WE.. dog... etc (this is the stray dog if you open it). you need the script that one has on your creature too.
If you create a dog all is about well then (but then you could've just copied that WEdog in the first place) else you will need to add dialogue:
open the dialoguefollowers quest.
Look in the dialogue window
there are 5 dialogue parts in orange and a branching oneingreen. You'll need to add a dialogue option to each and give it the correct conditions (use your new race for each of them and look in the dog dialogue options for the other settings needed (the race you can use in each instead of crdogvoice which they use sometimes).
I'll tidy this up a bit if I think about it when I have acces to CK
GL