Actually you don't fill in the _NPCGUID with a specific value in this case. The Query DialogGetInvolvedNPC() finds the value for you and stores it in the variable _NPCGUID, which gets used later in the CharacterSetFollowCharacter(). Let Osiris do the work for you here. wink So try the code as is, only replaceing the "DialogName" with the real dialog file.


DOS2 Mods: Happily Emmie After and The Noisy Crypt

Steam Workshop
Nexus Mods