thechampagnepapi Posted August 11, 2016 Share Posted August 11, 2016 (edited) So, I noticed characters have different facial expressions from one another, anyone to edit that using the Creation Kit? Edited August 11, 2016 by thechampagnepapi Link to comment Share on other sites More sharing options...
llamaRCA Posted August 11, 2016 Share Posted August 11, 2016 There's a group of keywords that start with "animfacearchetype" that set the expressions for NPCs. Link to comment Share on other sites More sharing options...
thechampagnepapi Posted August 11, 2016 Author Share Posted August 11, 2016 There's a group of keywords that start with "animfacearchetype" that set the expressions for NPCs. Is there anyway for me to check what the default expressions of NPC's are? Link to comment Share on other sites More sharing options...
llamaRCA Posted August 11, 2016 Share Posted August 11, 2016 Is there anyway for me to check what the default expressions of NPC's are? Each actor has a record you can look at. Those records can be found in the FO4CK in the Actors > Actor category. Each record has several tabs of information in it. The keywords given to an actor initially can be found in the Keywords tab. Be aware that keywords can be added and removed and overridden over the course of the game. So, for instance, facial expressions can be set for individual dialogue lines, keywords can be added/removed via script (companions have this done to them on hire and dismiss), etc. Link to comment Share on other sites More sharing options...
thechampagnepapi Posted August 11, 2016 Author Share Posted August 11, 2016 Is there anyway for me to check what the default expressions of NPC's are? Each actor has a record you can look at. Those records can be found in the FO4CK in the Actors > Actor category. Each record has several tabs of information in it. The keywords given to an actor initially can be found in the Keywords tab. Be aware that keywords can be added and removed and overridden over the course of the game. So, for instance, facial expressions can be set for individual dialogue lines, keywords can be added/removed via script (companions have this done to them on hire and dismiss), etc. Ok, some I trying to setup Piper's expression on a different NPC, but it won't let me because it says it can't have the same name as other files won't changing it like adding a 1 to the end change it in-game? Link to comment Share on other sites More sharing options...
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