KaiTheGuy98 Posted June 12 Share Posted June 12 Title pretty much says it all. I'm trying to make a custom npc that will have custom dialogue when you point a gun at them. Except, I'm not even sure this is a feature for FO4. I know it was a feature in FNV (not sure about FO3). In the Creation Kit, when setting up an NPC's dialogue in their quest tab, under Misc there is an option for (PlayerinIronSights). I have added 4 different dialogue options that the NPC should randomly choose from, but it does not seem to work when I test it in game. Has anyone else had success with this? Thanks Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted June 13 Share Posted June 13 There are some mods that modify NPC reactions whether you are wielding a gun or gun (threatening or non threatening) This applies even if the "lowered weapons" mod is used. But those are niche mods not for general gameplay but erotic mods am not familiar with general game play mods like that (but they could exist its a huge number of mods out there) Link to comment Share on other sites More sharing options...
RaidersClamoring Posted June 13 Share Posted June 13 Something like this would typically involve a set of two magic effects where one is consistently active and is of cloak-type, with delivery set to on contact. This magic effect will be a platform for the second effect which you would trigger when conditions (player) IsInCrosshairs and things like (target) IsDialogueTarget, HasDirectLOS, HasLOS, IsFollower and perhaps more conditions of the same nature, or less of those, being true. You can assign these to Perks, Spells or enchantments depending on your design. I recommend checking the forms named something like "pa-detectlife" for the scaffolding and then adding and changing things to suit your idea. pa detect life is the powerarmor visor highlighting effect that shows lifeforms in red. I would probably just use a script with no CK:ing at all. You then register for the animation event "weaponDraw" and when it fires you first check if player HasDirectLOS on current follower and if not I would register for a direct los event on him/her to be sure to not miss anything. When OnDirectLOS fires you check if your weapon is still out, if so trigger the dialog by hand, and then reregister for the animation event (if needed, not sure). Link to comment Share on other sites More sharing options...
LarannKiar Posted June 14 Share Posted June 14 Take a look at the vanilla Intimidation perk. It adds a secondary activate choice to the UI through a Perk Entry which has the Condition GetInIronSights ( returns true if the player (Run on: Subject) aims toward the [TARGET] actor with a gun ). As far as I remember, upon pressing the key of the secondary active choice ( while the player has the perk and GetInIronSights returns true ), the Perk's Perk Fragment script calls PlayerRef.SayCustom(DialogueSubtypeKeyword). Link to comment Share on other sites More sharing options...
Recommended Posts