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Posted

See if Activate can do the trick for you.

 

Basically it would be something along the lines of...

myTalkingObject.Activate(PlayerRef)

 

myTalkingObject would be a property pointing to the pre-placed actor reference or talking activator.

PlayerRef would be either a property pointing to the player or a local variable assigned the value from Game.GetPlayer()

Posted

If you can settle with the compromise of just a monologue, it could be a scene that plays in the player's head (the way the Night Mother speaks for example). That can work from any location in the game.

 

If it has to be a dialogue... maybe try a forcegreet with an extremely large trigger radius? I don't know if that works, just an idea.

Posted

doubt you'd be able to start a conversation with an actor that is in an unloaded cell

maybe move the invisible talking activator to the player's cell

Posted

Play with Say() to unleash the real craziness. Say calls can trigger quest fragments and other built-in routines and if used creatively can pull off pretty interesting stuff

 

Example where you can talk to Lucan from another location entirely and he opens his trade menu as if you were standing in front of him

 

(Game.GetForm(0x13487) as ObjectReference).Say(Game.GetForm(0x7F6BB) as Topic,None,True)

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