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How to make a custom companion play smoking idles with scripts/ai packages?


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Okay, so I have a custom companion, with dialogue, packages & follower quests. I have the vanilla smoking animations extracted.

 

What I want her to do is this:

 

- When she is following you & you open dialogue with her, she plays the 'take out cigarette animation'.

 

- After this, she transitions to the various flavour idles at random during the convo. The holding, inhaling & hand gestures.

 

- When you exit dialogue, she plays the 'throw away cigarette animation'

 

 

I have already tried this with AI packages, but the results are inadequate & inconsistent. Using the begin/end/change tab doesn't seem to trigger properly, ignoring the conditions. The idles tab doesn't work at all.

 

I have very little knowledge of scripting, the scripts I do use only exist because of Youtube tutorials.

 

Any advice welcome.

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Simplest would be to activate/deactivate the smoking animation on scene start/end (Talk Scene).

 

If the scene AI package does not work for you (I'm not sure why), then here's an another workaround:

 

1) Open your custom follower's dialogue ("Talk") quest (if she would be a vanilla companion: COMCaitTalk)

 

2) Open the Talk Scene (COMCaitTalk_TalkScene)

 

3) Click "Edit Data" >> Click "Run fragment" (in both "On Begin" and "On End").

 

4) Click "Properties", add two script properties:

 

- Type: Keyword

- Name: AnimFlavorSmoking

- Auto-Fill the property

 

- Type: Actor

- Name: EditorID of your custom follower. (Let's say she's "CompanionActor").

- Auto-Fill the property

 

5) Code:

 

- On Begin:

CompanionActor.ChangeAnimFlavor(AnimFlavorSmoking)

- On End:

CompanionActor.ChangeAnimFlavor() 

Compile it, then click OK.

Edited by LarannKiar
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Simplest would be to activate/deactivate the smoking animation on scene start/end (Talk Scene).

 

If the scene AI package does not work for you (I'm not sure why), then here's an another workaround:

 

1) Open your custom follower's dialogue ("Talk") quest (if she would be a vanilla companion: COMCaitTalk)

 

2) Open the Talk Scene (COMCaitTalk_TalkScene)

 

3) Click "Edit Data" >> Click "Run fragment" (in both "On Begin" and "On End").

 

4) Click "Properties", add two script properties:

 

- Type: Keyword

- Name: AnimFlavorSmoking

- Auto-Fill the property

 

- Type: Actor

- Name: EditorID of your custom follower. (Let's say she's "CompanionActor").

- Auto-Fill the property

 

5) Code:

 

- On Begin:

CompanionActor.ChangeAnimFlavor(AnimFlavorSmoking)

- On End:

CompanionActor.ChangeAnimFlavor() 

Compile it, then click OK.

You are an epic human being & I appreciate you.

 

It worked, it actually worked!

 

Something else happened as well. A while back I added the 'companion gives player items' feature to earlier versions of my follower. It never worked. I entered dialogue with her to test your script & she said one of the lines I made for her & gave me a nuka cola quantum. I don't know how it fixed it but it did.

 

Thanks again.

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