15gudasc Posted January 18, 2024 Share Posted January 18, 2024 Here's the dream. Upon an actor's death: 1. Spawn an activator box on the body that gives a "Sever Head" action. 2. Upon activating the box, sever the actor's head with Actor.Dismember("Head1", false, true, false). 3. Then, somehow, store its game ID, so it can be referenced, disabled and/or moved around. 3. Place a fake "head" item in the player inventory (a quest item with any 3d model). 5. Ideally, the player could later place the dismembered "Head1" on a table during a scene (by selecting a dialogue option with a script fragment that teleports/enables it on the table) during a conversation with an NPC. Everything is straightforward except Step 3 and 5. Is something like this possible? I have never heard of being able to reference just one part of an actor's body in a script...but maybe it's doable. Thanks! Link to comment Share on other sites More sharing options...
SKKmods Posted January 19, 2024 Share Posted January 19, 2024 I was working on something similar; kill unique named actors (attach OnDeath event via quest alias script) to get their head in a trophy jar that can be placed and activated to say random actor hello lines. All working fine, but abandoned as I could not get the specific actors head (or looks info) to replace the synth head placeholder. Link to comment Share on other sites More sharing options...
South8028 Posted January 19, 2024 Share Posted January 19, 2024 It's probably better to minimize the meshes. Why do you need a head? Ear and finger. + some super gadget from the trash heap... Fingerprint scanner. + static bounty hunter quest. Spawns an npc in the map area, a marker for the area where to look for this npc. Killing an npc, removing his ear and finger to present to the customer. Or an institute quest, searching for escaped synths... You can even make an animated gadget for removing the chip from a synth's head. Link to comment Share on other sites More sharing options...
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