soupdragon1234 Posted May 23, 2016 Share Posted May 23, 2016 (edited) Theres an SKSE script command that sets/clears the flag that allows PC dialogue it definitely works on regular NPC's I havn't tried it on Draugr though Actor.GetRace().SetRaceFlag(0x00200000)Actor.GetRace().ClearRaceFlag(0x00200000) see SKSE extended script Race.psc I just tested it on a draugr (skeleton) and the "Talk Skeleton" option appeared though theres no dialogue available presumably because there is no draugr dialogue quest available, so I guess you'd need create one. n.b. SKSE script functions are not persistent so you'd need to apply it everytime you restarted the game via OnPlayerLoadGame() or somesuch edit: ok I missed the part about reanimated actors. Scrub that, then. Edited May 23, 2016 by soupdragon1234 Link to comment Share on other sites More sharing options...
lofgren Posted May 23, 2016 Share Posted May 23, 2016 It's probably set internally. So that means you'll have to do somethi g like add an onactivate script or use a perk to block activation and place an invisible actor or talking activator who will show the dialogue menu then relay commands to the summoned undead. Link to comment Share on other sites More sharing options...
Fantafaust Posted May 23, 2016 Author Share Posted May 23, 2016 It's probably set internally. So that means you'll have to do somethi g like add an onactivate script or use a perk to block activation and place an invisible actor or talking activator who will show the dialogue menu then relay commands to the summoned undead.Is there a mod that does this, that you know of? I'll need to see how it's done before I can do it myself. Link to comment Share on other sites More sharing options...
lofgren Posted May 23, 2016 Share Posted May 23, 2016 Not that I know of. Another option is to just open a message with the various commands. Saves having to mess with dialogue and invisible activators at the expense of feeling less integrated with the follower system. Link to comment Share on other sites More sharing options...
Fantafaust Posted May 23, 2016 Author Share Posted May 23, 2016 Eh, I don't like that. I hate message boxes. It sure would have been nice if Bethesda's devs had left them like regular followers... Link to comment Share on other sites More sharing options...
blennus Posted May 24, 2016 Share Posted May 24, 2016 (edited) Question, did you uncheck the end on death flag in your dialog, in the Edit Actor Behavior Tab? Edited May 24, 2016 by blennus Link to comment Share on other sites More sharing options...
Fantafaust Posted May 24, 2016 Author Share Posted May 24, 2016 (edited) I'm unaware of dialogue having such a flag, but if you mean the spell, then yes. I'm currently writing a script to perform the usual functions of Reanimate, just without the IsCommandedActor because I'm reasonably certain that is the issue.I have it forcing their ref to the alias in my quest, which sets their faction to a custom one, gives them ActorTypeUndead, and the spell for the reanimate visual effect. Edited May 24, 2016 by Fantafaust Link to comment Share on other sites More sharing options...
blennus Posted May 24, 2016 Share Posted May 24, 2016 (edited) Ah, my mistake. I was looking in the scenes tab instead of the player dialogue tab. Anyways I really do like the idea of being able to talk to your undead minions. Very necromanceresque. Edited May 24, 2016 by blennus Link to comment Share on other sites More sharing options...
lofgren Posted May 24, 2016 Share Posted May 24, 2016 I'm unaware of dialogue having such a flag, but if you mean the spell, then yes. I'm currently writing a script to perform the usual functions of Reanimate, just without the IsCommandedActor because I'm reasonably certain that is the issue.I have it forcing their ref to the alias in my quest, which sets their faction to a custom one, gives them ActorTypeUndead, and the spell for the reanimate visual effect. You might have compatibility issues with spell and perk mods since isCommandedActor is used as a condition. I don't know if that's a concern. Link to comment Share on other sites More sharing options...
Fantafaust Posted May 24, 2016 Author Share Posted May 24, 2016 (edited) You might have compatibility issues with spell and perk mods since isCommandedActor is used as a condition. I don't know if that's a concern.I probably explained that poorly. What I meant was, I'm replicating all the effects of Reanimate, except for setting IsCommandedActor, because so far as I can tell anything with that keyword can't be spoken to.I'll probably put it on after I get the whole spell working, so I can see if that removes the ability to speak to the actor. If it doesn't, sweet. If it does, that sucks but this is only one spell and I'll explain it away with flavor text or something. Though at this time I have no proof IsCommandedActor has anything to do with it, I'm just trying to save myself frustration on the off chance it does. EDIT: by chance do you know if reanimation's rise animation is an idle/how I can send it to my actor? I assume it's an idle and so have an idle property set up, I'm just looking through the list now. EDIT 2: I don't think it's an idle. I'm going to use SendAnimationEvent. will this: Debug.SendAnimationEvent(akTarget, "Reanimate") work? EDIT 3: Figured the animation out. Edited May 24, 2016 by Fantafaust Link to comment Share on other sites More sharing options...
Recommended Posts