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NPC reaction to beam-light?


eksynn

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is it possible for a mod to allow npc's to react to direct beam light? (such as helmet lights for example, shining directly at their face.)

 

reason being, i was thinking of adding a new npc type to the game based on Alan Wake's shadow people, where they got severely wounded by shining a light at them - more so if you focus it on them.

 

i also watched a youtube video of 7 nights at freddie's foxy reacting differently at the flashlight depending on foxy's state (red eyes + flashlight = attack, white eyes = wounded, no shining eyes = it just stands there frozen in place) and i was wondering if this might also be doable within the game... adding foxy robot doll things to fallout 4. xD

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  • 2 weeks later...
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Or maybe few people know and many aren't interested in responding to a thread just to say "IDK."

As opposed to Beth.net where I answer a question and it's immediately followed by 3+ other people answering the same question with sometimes only slightly varying degrees of change to the wording, and sometimes hours apart. =/

 

...it's somehow infuriating to me, I don't know why...admittedly, my distaste is most likely unwarranted and unreasonable...

(Regardless if this was an thread jack comment, it's bumped your thread back up to the top and maybe you'll get an answer...you're welcome)

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If it gives you a place to start from: I've read that the "tactical" version of the power armor headlamps aren't detected by animals or feral ghouls. This is according to the Fallout Wiki, so whether or not it's true is unknown to me -- I haven't tested it. You could see if there was something accessible through Papyrus or the CK in general to give you a way to work the feature in using the vanilla implementation of that feature as a reference, though there's a distinct possibility it won't be viable without using some complicated custom-built F4SE plugin.

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Yes, this is somewhat possible, but not with a simple akActor.GetBaskingInTheHolyLight() function. I haven't tested this, so I can't guarantee it would work, but I imagine a combination of GetLOS() (to see if the player is currently looking at the target), GetDistance() (to see if the player is within a reasonable distance of the target), and IsEquipped() (to see if the player has an item that can emit light equipped). The only problem that I can think of is that there's no native function to detect whether or not the player's light is currently activated, so the script might still run even if the player's light is off.

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| Aside from potentially creating your own animations (or waiting to see if Nuka World might have one), you could possibly use the flinch or cower animation. As for scripting it or making a sort of "reaction" zone, I wouldn't have a clue unfortunately. Maybe you could repurpose or create something from whatever code causes animal/NPCs to warn you about getting too close to them? That's the best thing I can think of. | Edited by NocteVagus
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