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[SKY] More wolfie questions


TigerCubofPNW
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So, even though it distresses LadyontheMoon, I continue to tame and train wolfies... :)

Here's the latest thing I don't quite get. I create dialogue to give them a command, no dialogue options come up. I create an OnActivate function for them, which runs just fine, but when you mouse over them there is nothing like "'E' Talk to Wolf" How does one make that mouse over thing happen? I thought it was maybe something with BlockActivation, but I added a line in there to make sure BlockActivation is set to false.

I don't even know what to call this mouse-over thingy. Putting Mouse Over and Skyrim into Google resulted in nothing, soooo...  Also, as a side note, I had no problem adding dialogue that a huskie responded to. Which tells me that something is odd about wolfies.

Help?

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It's because wolves don't want to be tamed. :P

The E Talk to wolf will show if your wolf has a name, even if the name is simply Wolf.

Anyway, il you want to make a wolf follower, study the PoiTundraMarshDog quest (it's the one that allows Meeko to become your follower) and imitate it step by step, script by script, dialogue line by dialogue line, condition by condition. Then create your own DialogeFollower quest; study the original DialogueFollower quest, see how it's made and imitate it. That's how I made my dog follower quest and it works.

Also: remember that quests that contain new dialogue lines must not be set "enabled at start"; the dialogue won't show even if the quest has started. They must be started through another quest or a setstage trigger or whatever other mean.

What's happened to the previous thread?

Edited by ladyonthemoon
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14 hours ago, ladyonthemoon said:

It's because wolves don't want to be tamed. :P

The E Talk to wolf will show if your wolf has a name, even if the name is simply Wolf.

Anyway, il you want to make a wolf follower, study the PoiTundraMarshDog quest (it's the one that allows Meeko to become your follower) and imitate it step by step, script by script, dialogue line by dialogue line, condition by condition. Then create your own DialogeFollower quest; study the original DialogueFollower quest, see how it's made and imitate it. That's how I made my dog follower quest and it works.

Also: remember that quests that contain new dialogue lines must not be set "enabled at start"; the dialogue won't show even if the quest has started. They must be started through another quest or a setstage trigger or whatever other mean.

What's happened to the previous thread?

It IS a name problem then? Huh. As I was typing this question I thought "Maybe I need to name them" but then I remembered some other NPCs I'd made and didn't name and I got the mouse over option. Or maybe that's just the voices in my head again...

ETA: Annnd NOPE. Turns out they all already were named Wolf. I added a Short Name just to be sure, and nothing.

Studying other mods, I really just don't get this. What I understand is if SOMETHING can be done by activating a wolf, then you should get a notice like Talk. For instance, when the wolf is dead, you can now loot it so mousing over the body you get that option. So as long as SOMETHING happens OnActivate, the mouseover thing should appear. But it's not.

 

Previous thread?

Edited by TigerCubofPNW
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