RatB0Y68 Posted May 12, 2022 Share Posted May 12, 2022 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. Link to comment Share on other sites More sharing options...
LarannKiar Posted May 13, 2022 Share Posted May 13, 2022 (edited) 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 May 13, 2022 by LarannKiar Link to comment Share on other sites More sharing options...
RatB0Y68 Posted May 13, 2022 Author Share Posted May 13, 2022 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. Link to comment Share on other sites More sharing options...
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