TheWormpie Posted May 2, 2018 Share Posted May 2, 2018 (edited) How can I make a talking activator forcegreet the player? I want it to initiate normal dialogue when the player is nearby, ie not just say a single topic, but actually bring up the dialogue menu. Packages don't run on anything else than actors, or am I mistaken? Any and all help is appreciated :smile: Edited May 2, 2018 by wormple12 Link to comment Share on other sites More sharing options...
RichWebster Posted May 2, 2018 Share Posted May 2, 2018 TalkingActivator.Activate(PlayerREF) Possibly hacky but should work. Link to comment Share on other sites More sharing options...
FrankFamily Posted May 2, 2018 Share Posted May 2, 2018 I can confirm the above works for starting dialogue with a talking activator, I did that in a mod and haven't experienced issues with it. Link to comment Share on other sites More sharing options...
RichWebster Posted May 2, 2018 Share Posted May 2, 2018 Yea this is how I make portable alchemy work, player activates an alchemy workbench in a hidden cell somewhere. Link to comment Share on other sites More sharing options...
TheWormpie Posted May 2, 2018 Author Share Posted May 2, 2018 Oh, well, that does sound like the obvious solution I was looking for... thanks :) Link to comment Share on other sites More sharing options...
TheWormpie Posted June 5, 2018 Author Share Posted June 5, 2018 (edited) Hmmm... I know it is supposed to work, but it simply doesn't, so I must have done something wrong. Here's what I have:Alias_Frank filled with a reference of FrankTA (talking activator). Stage 40 with line of code ; Frank initiates dialogue Alias_Frank.GetReference().Activate(player) Blocking branch "FrankIntroBranch" with starting topic "FrankIntroTopic". FrankIntroTopic is conditioned with GetStage == 40 and GetIsID checking for FrankTA. FrankIntroTopic has three linked topics with the same conditions that the player can choose between in the dialogue menu. Stage 40 is set after a scene, while the player is sitting on a bench. This works (checked in-game with SQV command). When Stage 40 is set, absolutely nothing happens. I've tried creating a normal hello info conditioned to run at Stage 40 as well, with no luck. Help! EDIT: Oh, and the name being Frank has nothing to do with you FrankFamily - that's just a coincidence ;) Edited June 5, 2018 by wormple12 Link to comment Share on other sites More sharing options...
FrankFamily Posted June 5, 2018 Share Posted June 5, 2018 (edited) For reference this is the line I have in my fragment: (Alias_BoethiahEntrance.GetReference()).Activate(Game.GetPlayer(), true)The obvious thing would be to confirm the player property you have is filled. Other than that, not sure what could be wrong. I doubt the true parameter I have there matters, that's for not sending OnActivate events I think, which seems irrelevant in this case. Edited June 5, 2018 by FrankFamily Link to comment Share on other sites More sharing options...
TheWormpie Posted July 3, 2018 Author Share Posted July 3, 2018 Finally found the culprit... I had apparently at some point blocked all activation of the talking activator ref via a script that I thought I had deleted. I knew there had to be something obvious wrong :dry: I've still got an issue though. Since I'm not using the actual force-greet functionality, one of its features is missing. Normally, when force-greeted, the player's camera is automatically turned towards the speaker as dialogue is initiated. This does not happen when simply activating the speaker. How can I mimic this effect and somehow force the player's camera to focus on the speaker? I've tried SetLookAt but nothing happened. Should I do something else before SetLookAt will work on a player, like disable looking controls or enable AI for the player? Link to comment Share on other sites More sharing options...
TheWormpie Posted July 28, 2018 Author Share Posted July 28, 2018 Bump :) Link to comment Share on other sites More sharing options...
foamyesque Posted July 30, 2018 Share Posted July 30, 2018 Have you considered using an invisible, immobile actor? Link to comment Share on other sites More sharing options...
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