So, I'm having a little issue with making the PC a non party follower, per the function, AddNonPartyFollower. The function is pretty straightforward, and I've been using it on other creatures with absolutely no issues. Here's what I'm doing:
- Set the party leader to another non-PC party member, via the function, SetPartyLeader.
- Next, I am removing the PC from the party. Now, it's important to note that I am not using the standard function, UT_FireFollower. I've gutted out what I needed in it, and I am simply calling the meat of the function, SetFollowerState, with the parameter: FOLLOWER_STATE_INVALID. The reasoning was, there was a bunch of stuff in there that wasn't need, most of all, the setting of the party members script to RESOURCE_SCRIPT_CREATURE_CORE, when I am already overriding that script with my own. Plus, for other party members, if I don't set the state to FOLLOWER_STATE_INVALID, they won't follow the PC if I make them a non party follower. Anyway, the point is, my remove party member function works just fine for what I'm doing in my game.
- Finally, I am calling the function to add the PC as a follower, but they don't follow me around as they should.
- You just can't do this for the PC. Fair enough...
- If you look at the documentation for EnablevEvent, it clearly states that by default, all events are enabled for NPC's, but not for PC's. I already use this function to catch certain events for the PC in my custom player core script, and I was thinking that perhaps there is some event I need to be catching in order for this work?





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