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What's the proper way to trigger companion affinity changes from a script?


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Tried asking this over in the Bethesda.net Creation Kit Beta forums, but I think it's just too hectic at the moment for it to grab anyone's attention.

 

Looks like there are keywords (CA_Event_...) and story events and FollowersScript involved, but I'm not sure where I'm supposed to hook into the existing system from the outside. Specifically I'm trying to trigger hack and pick lock affinity events from a perk with an Add Activate entry point. Not sure what other information is useful to answer this question, so please feel free to ask me to clarify something specific.

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All right, I figured it out. It turns out it's very simple:

FollowersScript.SendAffinityEvent(self, CA_Event_HackComputer)

"CA_Event_HackComputer" is part of a long list of keywords tied to companion affinity reactions, all prefixed by "CA_Event_"; just replace the keyword with whatever keyword corresponds to the event you want companions to react to, and FollowersScript will handle it from there.

Edited by Guest
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