Jump to content

[LE] Can Talking Activators ForceGreet?


Recommended Posts

Yep, thanks :) That works in some instances, but other times the talking activator is positioned inside another object with collision. Replacing the activator with an actor would just spawn the actor somewhere else, parted from any collision being in the way, and probably on the nearest nav-mesh.

 

SetLookAt doesn't seem to work on the player. I've played around with SetPlayerAIDriven and packages to force the player to turn around towards the speaker, since that functionality somehow worked for me in my Santanism mod, but this time I simply can't make it work... what the heck, CK? :dry:

 

Anyway, I've sort of worked around needing to turn the player towards the speaker at all. I've just thrown my quest in another direction. It's not great, but it'll do until I find a better solution. If I do.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...