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Help with recruiting npc


tylerjk

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I can't get my newly recruited npc to walk around with me, when I enter a new area or go thru a door he just stands there not moving. but if I talk to him then he will follow me around. how can I make him follow me with out talking to him?:confused:

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Originally posted by tylerjk

I can't get my newly recruited npc to walk around with me, when I enter a new area or go thru a door he just stands there not moving. but if I talk to him then he will follow me around. how can I make him follow me with out talking to him?:confused:

 

Make sure the creature blueprint has the proper AI scripts assigned. Normal creatures use scripts with the k_def_* prefix as standard, while party members need the scripts with k_hen_* prefix instead.

 

Look at the blueprint for one of the standard party members to see the exact script filenames you'll need to use.

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If you don't have it, you'll need to download TK102's DLG editor, which is available at the downloads section of this website. Then you just create a new dialogue and put whatever you want him to say and your choice of responses.

 

Hope that helps! :D

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If you don't have it, you'll need to download TK102's DLG editor, which is available at the downloads section of this website. Then you just create a new dialogue and put whatever you want him to say and your choice of responses.
Yes, that is right, and also,

 

When you were editing your .utc file, in the Conversation Field, you should have

put a thing in the field, such as (BlahBlahBlag.dlg) or something like that.

 

So when you are making a dialog, you need to name the dialog whatever you put in the conversation field.

 

Hope this helps:D

 

-Composite

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