H3X1C Posted May 11, 2017 Share Posted May 11, 2017 Hi I have got a mod that already gets your current follower ref and I am wonder if it's possible via papyrus to trigger them to say some generic dialog such as a compliment or something positive. This at all possible and if so how? Thanks Link to comment Share on other sites More sharing options...
vkz89q Posted May 11, 2017 Share Posted May 11, 2017 (edited) https://www.creationkit.com/fallout4/index.php?title=Say_-_ObjectReference and https://www.creationkit.com/fallout4/index.php?title=SayCustom_-_ObjectReference if the dialogue has keyword, like some comments have if you check companion quests. I'm using both and they work perfectly. Keyword is better since it works for all, with Say() you have to select topic, and each companion has own topics but "shared" keywords if that makes sense. But if you want them to say topic that has no keyword, you have to use conditions, for example GetIsId == CurieRef and then Say(Property) and that property is "CurieIdles" or something. Otherwise you might have Preston trying to say Cait's line(but he can't say it because he isn't Cait, so nothing happens) etc, but with keywords that doesn't happen. So, if using Say(), you want something like this in your script: If(FollowerRef == PrestonRef) Say(PrestonIdles) elseif(FollowerRef == CurieRef) Say(CurieIdles) etc etc... But if using SayCustom(), you can just do this: FollowerRef.SayCustom(CAT_Event_DrinkAlcohol_Topic) ; just example Edited May 11, 2017 by vkz89q Link to comment Share on other sites More sharing options...
H3X1C Posted May 11, 2017 Author Share Posted May 11, 2017 Thanks will look into this, hopefully can make it dynamic as you mentioned off the shared keywords :) Link to comment Share on other sites More sharing options...
vkz89q Posted May 11, 2017 Share Posted May 11, 2017 (edited) If I remember right, some vanilla dialogue is done like that, ao or something comments. Like when you step in to USS constitution ship, the trigger has function SayCustom(keyword). So yes, it should work fine. Then, when you have made your dialogue for each companion, just remember to put conditions there, like GetIsID == PrestonRef for Prestons lines etc. Check quest AO_Comment_Dialogue and select Player Dialogue and you see how it works. If you don't want to make your own lines, you can also trigger any keywords already in game if they have suitable dialogue for you. Edited May 11, 2017 by vkz89q Link to comment Share on other sites More sharing options...
H3X1C Posted May 11, 2017 Author Share Posted May 11, 2017 (edited) Thanks for the help, found what you were talking about in AO_Comment_Dialogue Edited May 11, 2017 by H3X1C Link to comment Share on other sites More sharing options...
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