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NPC's into items?


Slingadero

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What Im thinking, is that you shoot the NPC with some transmogrifer type thing. When it hits them, they are morphed into a small doll-like effigy of their former selves. From there, you can take it with you in your inventory until you are ready to re-constitute the doll back into the NPC, or maybe just use it for decoration..
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Can and cant.

 

Teleporting the npc to a dummy cell and then placing an item where it was, scripted or enchanted in such a way that it allows you to bring the npc back, is easy.

 

Making the effigy look just like the npc... i doubt it can be done (tho you could make different effigies for different creatures/races/genders and decide which effigy to put depending on the npc).

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What Im thinking, is that you shoot the NPC with some transmogrifer type thing. When it hits them, they are morphed into a small doll-like effigy of their former selves. From there, you can take it with you in your inventory until you are ready to re-constitute the doll back into the NPC, or maybe just use it for decoration..

Someone has created a mannequin mod, so there must be a way to unanimate npcs and not have them collapse into ragdoll form. Start with that and then you might try a script that would SetScale 0.3 on the target so that it looks 1/3 the size. Then OnActivate the original is MoveTo a holding cell and AddItem anything that has an Inventory icon that looks roughly human or creaturelike. Then when OnDrop the item from your inventory send the item to the holding cell, PlaceAtMe the actor. If you want to have them as a doll, just leave their scale reduced. You might be able to use the "z" key to move them about and place them on your mantle if you want. They would need 0 health and no ragdoll for that, I think.

 

Turning an npc into an item then back into an active character might be done by setting health to 0 then reset health OnDrop.

 

All speculation. Beware of "CAN'T".

http://www.fallout3nexus.com/downloads/file.php?id=2060

 

http://www.fallout3nexus.com/downloads/images/2060-2-1230077873.jpg

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How about instead of turning into voodoo dolls like op wants, someone makes a gun that turns npcs into mannequins with the same clothes on?

 

Like what's been said before, you can transport the npc away and put a mannequin in it's place, but is it possible to place a mannequin that's wearing the same type of clothing. Also, to cover up the mannequin swap, could a dusty explosion take place?

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There's another way in which you could do this:

 

Use functions like SetScale and SetUnconscious to shrink and freeze the actor, and add a token (an unplayable, therefore invisible, piece of armour) to their inventory.

 

Prior to this, add a perk to the player that plays a result script when the player activates an actor with the token in their inventory. This script could move the actor to a dummy cell, and place a "voodoo doll" type object in the player's inventory (ideally using persisting cloneforms along with SetName and string variables to give it a similar name to the actor). The doll would have a script so that, when it is dropped, it is disabled and deleted and the actor is moved to its location.

 

The difficult part is determining which actor is associated with which doll. Once string variables are available, a name comparison should be enough, but prior to that you'll probably have to use FOSE's cell-walking and looping functions to find actors within the dummy cell and somehow find an appropriate one (perhaps add the same doll to their inventory, so that you can check if the same doll is in their inventory).

 

Cipscis

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