Karel2015 Posted June 1, 2016 Share Posted June 1, 2016 (edited) I was looking into if there was a way to change a placed NPCs name, Basically given you an option to change the name, So I was thinking it would work something like this: ObjectReference rPlaced = None ; ---- Guard Pick ---- iButton = MessageGuard.Show() If(iButton == 0) Return ; ElseIf(iButton == 1) rPlaced = Player.PlaceAtMe(GuardM, 1) iButton = MessageNamesList.Show() If(iButton == 0) (rPlaced as Actor).SetActorFullName(Allison) ElseIf(iButton == 1) (rPlaced as Actor).SetActorFullName(Aaliyah) Using the SetActorFullName that is used in-game I would think it would work... But it won't, Says SetActorFullName isn't a function, anyone know of a different way to work around this ? The only other option I could think of was making a bunch of NPCs with different names, and doing it like this: ObjectReference rPlaced = None ; ---- Guard Pick ---- iButton = MessageGuard.Show() If(iButton == 0) Return ; ElseIf(iButton == 1) iButton = MessageNamesList.Show() If(iButton == 0) rPlaced = Player.PlaceAtMe(Allison, 1) ElseIf(iButton == 1) rPlaced = Player.PlaceAtMe(Aaliyah, 1) Edited June 1, 2016 by Karel2015 Link to comment Share on other sites More sharing options...
Reneer Posted June 1, 2016 Share Posted June 1, 2016 SetActorFullName Isn't a Papyrus function. It is a dev console function. Link to comment Share on other sites More sharing options...
Karel2015 Posted June 1, 2016 Author Share Posted June 1, 2016 Really ? I didn't figure that out already ;) lol Link to comment Share on other sites More sharing options...
Pokepunch Posted June 4, 2016 Share Posted June 4, 2016 Try and see how it's done for Dogmeat. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted June 5, 2016 Share Posted June 5, 2016 Heh. I was curious so I tracked down where dogmeat's name is changed. I'll save others the trouble. It's in the dogmeatQuest. It's changed when the stage is set to 20 and the alias for his name is forced. I'm using the wrong terms but that should get anyone interested to see how it's down in the right place. Link to comment Share on other sites More sharing options...
Karel2015 Posted June 7, 2016 Author Share Posted June 7, 2016 I know about changing names with quest aliases, That's another Preset option. What I'm looking to do is allow the player to set their own custom name rather then using presets. Link to comment Share on other sites More sharing options...
LazyGirl Posted June 9, 2016 Share Posted June 9, 2016 What about re-using code/scripts from the DLC01 Robotworkbench? From what little I can understand from the files the "create a new automatron" seems to spawn a barbones default version and then apply changes/mods to it, namechange included. If you can find its interface and what it does/hooks into you might be able to extend the namechange functionality to work on any spawned npc. Link to comment Share on other sites More sharing options...
Reneer Posted June 9, 2016 Share Posted June 9, 2016 What about re-using code/scripts from the DLC01 Robotworkbench? From what little I can understand from the files the "create a new automatron" seems to spawn a barbones default version and then apply changes/mods to it, namechange included. If you can find its interface and what it does/hooks into you might be able to extend the namechange functionality to work on any spawned npc.Those are done via Scaleform / Flash and don't easily interact with Papyrus. Link to comment Share on other sites More sharing options...
Karel2015 Posted June 10, 2016 Author Share Posted June 10, 2016 I'm just giving up and doing it using quest aliases :P Link to comment Share on other sites More sharing options...
LazyGirl Posted June 11, 2016 Share Posted June 11, 2016 What about re-using code/scripts from the DLC01 Robotworkbench? From what little I can understand from the files the "create a new automatron" seems to spawn a barbones default version and then apply changes/mods to it, namechange included. If you can find its interface and what it does/hooks into you might be able to extend the namechange functionality to work on any spawned npc.Those are done via Scaleform / Flash and don't easily interact with Papyrus. Thanks for the information, that's really interesting! You wouldn't happen to how do the scaleform / flash modifies in game data, does it have direct access with vanilla actionscript/shockwave functions on the game world/objects or is it through some sort of API that translates everything into something more simple the game engine understands, papyrus or other? Something one might be able to talk to directly, having to create swf files and scripts just to change a name value sounds really complicated :sweat: Link to comment Share on other sites More sharing options...
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