m0ds1984 Posted September 5, 2016 Share Posted September 5, 2016 (edited) Sorry for the somewhat vague question. In Creation Kit: I'm wondering if it's possible to give a button a specific interact point, a bit like a terminal, NPC chair etc has? By which I mean, I'm using an in game button to open a door, or for an NPC to use the door. But the NPC will try and use it from any angle, I'd prefer them only to use it from the front (proper position). The button is one of those things with the fist symbol. I don't know if that's an activator or trigger or what not, but it doesn't have "interact point" as an available option in its base menu like many normal objects do. So is there a way to add one, or override or workaround to make that happen, to ensure an NPC will always use it from the front, please? Can it be done in CK or does it require other software to do/add that? Any ideas appreciated. Of course, if it's outright impossible, thats ok. Luckily a good navmesh means even if NPC's use the button from a strange angle they can normally navigate to/away from it without problems. But this would be the icing on the cake for what I'm trying to achieve. Thanks for your help! Edited September 5, 2016 by m0ds1984 Link to comment Share on other sites More sharing options...
greekrage Posted September 5, 2016 Share Posted September 5, 2016 even though im a noob... Is it helpfull to add some kind of collision to force the npc to activate it from only the available position ?? But you probably want one of those activators like npc furniture has and somehow connect that activator to what you want.. Link to comment Share on other sites More sharing options...
m0ds1984 Posted September 5, 2016 Author Share Posted September 5, 2016 (edited) Yep, the second thing really. Any method that forces the user into a specific position is the solution I'm after. The issue for me is that the buttons in game (buttons with the fist-bump icon) don't use those activator points. But for example, when NPC's go to operate a lift or Liberty Prime something usually forces them to stand in a certain place and certain direction... that would be useful to me in this case also (as an alternative to giving an actual button object an interact point) ... perhaps this can be achieved with markers or sth. Hmm..!! Edited September 5, 2016 by m0ds1984 Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted September 5, 2016 Share Posted September 5, 2016 Half asleep still, so lame idea, but using preferred pathing to line them up or simply not navmeshing the areas in the directions you don't want them to approach from? Anyway, you mentioned Liberty Prime (or any of your examples). Did you look at the nif and see if ther is some interact point you can copy over to whatever object you want to use? I do agree, there is probably an easy way to do this...somewhere. Link to comment Share on other sites More sharing options...
greekrage Posted September 5, 2016 Share Posted September 5, 2016 (edited) Wouldnt it be easier to just add a approach activation like the teleports have instead of having them physically touching it ? Btw ..Found a "defaultactivator " ..maybe you can link this to what you want to trigger.. It looks like a proximity trigger of some sort... http://prntscr.com/ceh0k8 Edited September 5, 2016 by greekrage Link to comment Share on other sites More sharing options...
m0ds1984 Posted September 5, 2016 Author Share Posted September 5, 2016 BlahBlah, your navmesh trick would probably work, though I try to stay away from manual navmeshing as much as possible, you're right something along those lines could do the trick. greekrage, you're just confusing me further :P Link to comment Share on other sites More sharing options...
greekrage Posted September 5, 2016 Share Posted September 5, 2016 BlahBlah, your navmesh trick would probably work, though I try to stay away from manual navmeshing as much as possible, you're right something along those lines could do the trick. greekrage, you're just confusing me further :tongue:lol ... Yeah but "forcing them " into the target area was something i said above...:P Link to comment Share on other sites More sharing options...
m0ds1984 Posted September 7, 2016 Author Share Posted September 7, 2016 No prob. I don't know about defaultactivator or what it does, is it something you've used? Can you explain how it works, or more precisely, how it operates in game? As I'm trying to achieve NPC's walking to a place, facing a specific direction - defaultactivator looks mostly like just a zone. If you can tell me your understanding of it perhaps I can see if that's what I should try. For now, Navmesh has kind of worked for this. And I also decided, maybe it doesn't matter too much in this instance if they operate things from the side rather from the front... in this instance it's not too odd... but it could be if it was some other object/setup, would be odd if they stood at the side or behind it, lol. Link to comment Share on other sites More sharing options...
greekrage Posted September 7, 2016 Share Posted September 7, 2016 Sorry the only thing i know is from that day that i discovered it...i didnt fiddle with it cause i dont use any triggers/activators.I was just looking through the menus to see if i can find anything helpful for you... I did get a crazy idea though...I wonder if its possible to link a pressure plate to the switch you want them to activate and place it where they walk over.. ??Just an idea btw... Link to comment Share on other sites More sharing options...
Recommended Posts