Follower - No Follow

Post » Sun Jun 24, 2012 4:45 am

I've been searching around about finding a way to make my follower not follow me through a certain load-door.

I've seen a lot of people worried about their follower not wanting to follow when they are supposed to.

But how would you keep a follower...from following automatically?

Thanks!
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Jason Rice
 
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Post » Sun Jun 24, 2012 3:07 pm

What do you want to happen to the follower instead? E.g., should they wait outside, or be dismissed, or something else? What you want to have happen to the follower will probably dictate what method you use.
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Alyce Argabright
 
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Post » Sun Jun 24, 2012 11:18 am

What do you want to happen to the follower instead? E.g., should they wait outside, or be dismissed, or something else? What you want to have happen to the follower will probably dictate what method you use.

I hadn't thought of that affecting which method.

But I want her to wait outside while I go in.
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Siobhan Wallis-McRobert
 
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Post » Sun Jun 24, 2012 3:22 pm

The hard part of this is that there are many different multi-follower mods, followers that don't use the vanilla system, hired mercenaries, etc. Taking them all into account will be difficult. There is some talk of how to do this in http://www.gamesas.com/topic/1365026-how-to-get-current-follower/.

That said, most follower systems that I'm aware of use the WaitingForPlayer actor value to set whether a follower is following or waiting. When this value is 0, the follower follows; when it is 1, the follower AI package puts them into waiting mode.

So what you could do is, disable activation for your door (if it is a door), and then OnActivate, have some code that sets the WaitingForPlayer actor value on all following followers to 1. Then you could use Activate() on the door to send the player--and only the player--on their way.
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Connie Thomas
 
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Post » Sun Jun 24, 2012 9:19 am

So what you could do is, disable activation for your door (if it is a door), and then OnActivate, have some code that sets the WaitingForPlayer actor value on all following followers to 1. Then you could use Activate() on the door to send the player--and only the player--on their way.

That's sounds pretty complicated to just keep a follower from coming through the door.

I'll try to make the other side of the door more accommodating to followers I think.

Thanks for you help thought!
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A Boy called Marilyn
 
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Post » Sun Jun 24, 2012 9:57 am

Yeah, sorry. Other people might be able to suggest an easier method, but that's all I can think of.
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Annick Charron
 
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Post » Sun Jun 24, 2012 12:07 pm

Actually...there is a really simple solution

Just take the navmesh out from under the door marker inside :smile:
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Tracey Duncan
 
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