saintgrimm92 Posted October 9, 2017 Share Posted October 9, 2017 (edited) In skyrim it was possible to take over a player by putting something like this in a quest fragment: game.getplayer().disableplayercontrols()scene.start() In the scene, simple AI packages would control the player's movements/actions. In fallout 4 ck, disableplayercontrols is not a function and "setrestrained" has to be used instead. The scene starts, but the player never does the aipackages that are set for them to do, eventually causing the scene to freeze waiting for a package to finish and the quest gets stuck. So, is there a way to do this in fallout 4? If so can someone explain how? Currently the player is supposed to play 3 AI packages - walk over to the npc, aim weapon at npc, and after some dialogue, shoot the npc. However, when it's time for the first ai package to play, the scene just stops and the player is never forced to do anything. The results are the same without restraining the player and letting them move freely. Edited October 9, 2017 by saintgrimm92 Link to comment Share on other sites More sharing options...
shavkacagarikia Posted October 9, 2017 Share Posted October 9, 2017 There is a disableplayercontrols function in fo4 ck, its just part of the inputenablelayer script. You can take a look on how to use it here.https://www.creationkit.com/fallout4/index.php?title=DisablePlayerControls_-_InputEnableLayer Also if you want ai packages to run onplayer you should set player as ai driven with this functionhttps://www.creationkit.com/fallout4/index.php?title=SetPlayerAIDriven_-_Game Link to comment Share on other sites More sharing options...
saintgrimm92 Posted October 9, 2017 Author Share Posted October 9, 2017 thank you very much! Link to comment Share on other sites More sharing options...
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