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Open a menu to affect actor in crosshairs?


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Hey all. I'm making a mod that opens a menu to force any actor to follow you or wait or trade or go work at a settlement (if they can). One problem I'm having is the delivery. To open the menu you hit them with a modded lead pipe. That isn't especially immersive, but it is easy and quick. I'm having trouble thinking of an easy immersive way to open a menu to affect the NPC in crosshairs. I don't want to affect any native dialogue they might already have. Any suggestions?

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Perk

Activate Entry

There you can add an activate option. so instead of just E) Talk, they will have 2 options, E) Talk R) "YourActivateNameHere"

Just remember to fill in some target conditions, for who you want to have this option be available for.

You then put in the code for showing your message in the Perk Fragment (I suggest having it call a function in another script, so the fragment doesn't run forever, but its only used to show the message. I suspect that's how your pipe works now?)

 

Add the perk to the player and voila, the activate option should show on the folks that matches the conditions you've set.

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Perk

Activate Entry

There you can add an activate option. so instead of just E) Talk, they will have 2 options, E) Talk R) "YourActivateNameHere"

Just remember to fill in some target conditions, for who you want to have this option be available for.

You then put in the code for showing your message in the Perk Fragment (I suggest having it call a function in another script, so the fragment doesn't run forever, but its only used to show the message. I suspect that's how your pipe works now?)

 

Add the perk to the player and voila, the activate option should show on the folks that matches the conditions you've set.

 

However, I think doing so would probably conflict with Get Out of my Face mod because actors can only accommodate one additional entry point afaik. So keep that in mind.

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Yeah, you can only have a maximum of three activate options on any one object. If you add a fourth, you won't be given an error, it will be added to the object, however, it won't be available. To dictate the order of the activate options, you set their priority level. I can only think of one way to make these mods compatible. That is, to have the third activate option open up a MesssageBox to choose between which of the two mods that want to make use of at that point in time. Too bad you can't change priority level on the fly with scripts.

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