Screedle Posted November 25, 2012 Share Posted November 25, 2012 I am working on a quest which heavily revolves around a talking sword stuck in a stone, which I (of course) need to have talk/have dialogue trees as if it was a regular actor. I've spent a good two hours now looking into using a TalkingActivator, but I don't know how to select the model for it (DwarvenSword.nif) as I can't locate the file directory, and I can't find any tutorials anywhere about how to set up/use a TalkingActivator. Beyond giving it a model so I can actually place it in the world, I'm wondering if it will work just like a regular actor, in that it can have a voice and scripted dialogue. Basically, I'm having trouble re-creating what is done with the Night Mother and Whispering Door - mostly because I can't figure out how to set the model. Additional; I've worked out how to make the sword inanimate (i.e. stuck in the stone), but the entire process I've used falls apart if the player uses a shout on it. Are you able to make a TalkingActivator completely inanimate? If so, that would help greatly. Link to comment Share on other sites More sharing options...
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