Aerekplus 11 juin 2013 à 19h34
Creation kit help, cant create under the "Releationship" tab (Problem Solved)
I can't set anything under the "releationship" tab making it so i cant have a follower, I made sure the "unique" box is set, anyone want to shed some light on my issue?
Dernière modification de Aerekplus; 12 juin 2013 à 10h34
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Wanked 11 juin 2013 à 19h45 
I have never been able to get the Creation Kit to work. it says files are missing, ect. So i dont bother. I know this doesn't help with your problem. Mine could just be a WIN 7 - 64bit issue.
Aerekplus 11 juin 2013 à 22h51 
I figured it out, I wish i could help you dude, I'm learning all the ropes, followers, merchants, guilds, etc. If you need anything or have any ideas, maby i could try to make something for you. Just let me know. :)

Wanked a écrit :
I have never been able to get the Creation Kit to work. it says files are missing, ect. So i dont bother. I know this doesn't help with your problem. Mine could just be a WIN 7 - 64bit issue.
Roscaria 12 juin 2013 à 0h33 
Hi KioshiRin would you please state the way you solved the problem, for others who may get the same problem?
Also would you edit your discussion title (top righthand corner) and add either Fixed or Solved to let others know there is a fix here. Many thanks. :-)
Aerekplus 12 juin 2013 à 10h39 
Certainly, So when creatiing a follower you need to set the factions current follower and potential follower, then set current follower from "0" to "-1" I can't tel you why it just works, If you go to relationship and right click, then creat new, nothing happens. Instead you to the object window and scroll down to releationships create new. id: whatever you want it called, parent npc: you select the name of your newly created npc, and relationship: is set to ally, you can completely ignore association type, and from there you drag your npc into a cell "see tutorials for more info" and viola You have a follower who will follow you if you have no followers at the momment.


Roscaria a écrit :
Hi KioshiRin would you please state the way you solved the problem, for others who may get the same problem?
Also would you edit your discussion title (top righthand corner) and add either Fixed or Solved to let others know there is a fix here. Many thanks. :-)
Dernière modification de Aerekplus; 12 juin 2013 à 10h39
{NOC}JURY 12 juin 2013 à 12h13 
i'm trying to figure out general AI scripting for advanced NPC movement... theres only so much you can do with idle markers.


If i wanted an NPC i created to move out of area like whiterun or windhelm during an existing scripted event, could i asciate that npc to the script using a faction or would i have to set a specific AI routine for that NPC?
Aerekplus 12 juin 2013 à 13h24 
I'm NO expert whatsoever, but I believe you need to set a specific routine, that's what I do atleast, I wish I had mods to show for it., If you'd like you can keep up with me and as I work on my creation kit i'll let you know the knitty details as I find them.

Ps: For you or anyone who's interested. I'm working daily on a faction mod including npcs, vendors, quests, items. etc. I also need information from time to time about everything regarding the creation kit, so if you want to share or trade knowledge. Hit me up. :)

{NOC}JURY a écrit :
i'm trying to figure out general AI scripting for advanced NPC movement... theres only so much you can do with idle markers.


If i wanted an NPC i created to move out of area like whiterun or windhelm during an existing scripted event, could i asciate that npc to the script using a faction or would i have to set a specific AI routine for that NPC?
{NOC}JURY 13 juin 2013 à 14h52 
Hey, if this had you confused too, I figured it out! (Meaning I read a couple of tutorials)

AI packages set daily routines and normal behaviour patterns... you use a script if you want them to talk, disappear or otherwise do something out of the ordinary...

Armed with this knowledge I might have a basic mod ready soon... XD
Dernière modification de {NOC}JURY; 13 juin 2013 à 14h52
Aerekplus 13 juin 2013 à 15h47 
{NOC}JURY a écrit :
Hey, if this had you confused too, I figured it out! (Meaning I read a couple of tutorials)

AI packages set daily routines and normal behaviour patterns... you use a script if you want them to talk, disappear or otherwise do something out of the ordinary...

Armed with this knowledge I might have a basic mod ready soon... XD

Sweet, I have a couple already but havn't shared them with the public, including merchants, followers etc. Currently i'm working on a faction with a new location, armor, followers and quests
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