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itsazoefish

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Everything posted by itsazoefish

  1. I played around with PushActorAway. I had a problem with my script looping so for a while she'd fling herself 30 feet away, ragdoll everywhere, and then do it all again. Extremely fun but definitely not what I wanted. :) I kept it in the script eventually, but the biggest problem I had was that her state would become unconscious, while she would appear alert. Even with pushing her away, she'd stand up afterward to be unconscious, whether I set her unconscious before or after pushing her. Eventually I decided to go with push away combined with DamageAV fatigue 1000 because that's the only thing that would get her to stay down. (I have no idea what her calculated fatigue was - initially I set the damage value to be 5 points over her base stat and the little s#*! just stood there smirking at me.)
  2. Sorry if this is the most obvious question in the universe, I've been debugging for two days and my brain is fried. I have an NPC dialogue scene where an NPC gets knocked out and then wakes up. Since there isn't a "SetKnockedState" function in the GECK I used SetUnconscious, which... kinda works, after also force playing the idle "NPCUnconscious" in the same script. (Without the force play idle she stands there and stares at you while she is unconscious.) That part of my script is basically: if (conditions) ActorRef.SetUnconscious 1 ActorRef.PlayIdleEx NPCUnconscious endif I get the unconscious message when I interact with her, but she stands in front of me and closes her eyes. I looked through the idle animations and could not find anything along the lines of "fall over when you're unconscious stupid" but I'm pretty sure that's what my script needs.
  3. Thank you both! The explanation was exactly what I needed. Initially I was just trying to make my npc drink when she stopped moving, but then looking through all the options, I went a little crazy. I'll definitely be testing it out in game to see how stupid she looks. :)
  4. I'm looking at assigning idle animations for my follower, and I'm running into duplicate animations with different names. For example, there's one that's called DanceFidget02 and another called LooseDanceFidget02. Same animation, so what does it mean that it's "loose"?
  5. I want a follower to make a comment whenever there is an explosion nearby - whether or not it causes them damage, whether or not they are in combat, and regardless of its source. I considered GetDetected and GetDistance but I'd like to use a list or such as my reference. IsWeaponInList is more or less what I'm looking for, except, of course, I don't want it limited to a reference's weapon. Is there anything I can directly choose or a workaround I can use to force it?
  6. So I'm making a companion mod where two npcs act as one follower. As such, they have conversations with each other randomly. I've figured out how to script this normally - my idle chatter dialogue is a special conversation topic linking to follow-up topics, because IdleChatter doesn't link very well. The script is loosely based on Cass' reaction barks, and is forced with a script that runs on a timer. It works great, but all of their conversation is managed through a script. I'm now trying to do the same thing with combat, because the built-in Combat tab topics do not link to follow-up topics at all. I have a separate Conversation topic for detection and combat situations, scripted to run with fewer restrictions. However, in choosing my dialogue conditions I am having a lot of trouble getting the same outcome as the Combat tab defaults. For example: - In the Combat tab one of the options is "Avoid Threat" - what conditions would I choose? I'm trying "Get Is Alerted" and "Get Is Alarmed" but I don't think either is quite what "Avoid Threat" uses. Is there a script somewhere relating to the general combat dialogue setup? I want to find one so that I can look at the conditions they use. But also, if anyone has any thoughts or recommendations I would like those too. :) Disclaimer: This is my first time modding and it's totally possible that I'm missing something obvious.
  7. Thanks :) I definitely will try this. My hesitancy with this is ... processing latency? I have other situations where an NPC will say a random line (like "patrolling the mojave...") and one of my characters responds, and it took a lot of fiddling to get the timing of the response even remotely near. I set up a quest variable that I attached in the results script, and in order to get a response "right away" I had to run the result script immediately so that my bark script would run it in time. Sometimes it sounds accurate... After reading through a lot of old posts here, I'm also contemplating setting up reaction comments the same way Veronica and Cass work - like you recommended, using a dialogue package to force react, but skipping the IdleChatter topic entirely.
  8. I'm working on my first mod, so I'm sorry if my question seems mind-numbingly stupid. I'm making a companion mod with two NPC followers. I have my dialogue all set up and working except for some of my idle chatter. Each character has their own follower and player Q&A dialogue quests, but the idle chatter for BOTH characters is in the same quest. I'm doing this because several of the comments have the two characters going back and forth. I set up a conversation topic specifically for timed idle chatter not tied to a quest or location. From this custom topic I can link to other topics so that the characters have a conversation. Currently they are allowed to speak these lines every in-game hour. This works exactly as I envisioned it. However, for quest dialogue or location dialogue I have everything in the IdleChatter topic. The dialogue works - I've tested it for two quests. What does not work is linking from IdleChatter to a custom topic in the conversation tab. (Idle chatter plays only one spoken line, even when there are supposed to be follow-up lines.) So my question is: is it possible at all to link from the IdleChatter topic to another topic, or will I need to create another custom topic and script it to behave with the same implementation as IdleChatter?
  9. You still looking for people? - your discord link expired. It seems like a fun project. I'm getting into voice acting, but my real backgrounds are clothing/costume design and writing.
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