OK, here goes... From what i understand from dialogue scripts, it's actually easier to have a follower using dialogue than scripting--for me, anyway. If someone pops in later and tells you how to do it with scripts, then that should help too. But I am going to show you the dialogue command path: Let us say you want to make a NCP follower out of a character. The two things to pay attention to most are the dialogue TEST field and the dialogue RESULT field. The below example is how you would stage it if, say, you wnated an NPC to be a followr, but only if your PC knew of a certain quest: (Our assumptions are that your quest is numbered 1001, and that you have a charisma high enough to support at least one follower.} {1}{Hi! How are things going today?}{Hello, miss. Good to see you!}{}{}{}{} {2}{I need help with this quest. Will you join me?}{}{1}{qu1001 2}{20}{jo 0 30} {3}{E:}{}{1}{}{0}{} {20}{No, I'm afraid I can't...}{Nope. Sorry.}{}{}{}{} {21}{Be seeing you, then.}{}{1}{}{0}{} {30}{I would love to! Thanks for the invite! When shall we go?}{Well...Sure, why not!? Let's rock!}{}{}{}{} {31}{Splendid! You won't be sorry!}{}{1}{}{0}{} That, of course, is a VERY rough dialogue and would not win any sort of Pulitzer prize. However, with that above example and using the result and test codes from the worlded manual, you should be bale to take at least some sort of running start. As I said, if someone has a more refined method, byu all means listen to them--most of the regulars on this forum were posting before I even bought the game. Best of luck! ~Ruelz
Ok I have my followers up and running but have run into a small problem. If they kill a critter that I have scripted for a quest the script doesn’t run correctly and therefore will not go the state 3. I think I have to change my scripts but what do I change them to