Sturmkrahe Posted December 28, 2012 Share Posted December 28, 2012 (edited) I'm pretty bad with programming terminology, so I'm going to state this as plainly as possible. What I'm trying to do is set up a Papyrus script to turn an NPC into the player character (or vice versa), using something like the following: Event OnEffectStart(Actor hitActor, Actor casterActor) hitActor = casterActor EndEvent The issue (I believe) is that this just sets "hitActor" to point at "casterActor", instead of overriding the actual object.I know there are probably some issues with trying to do it this way, but the only other way I can think of achieving the desired effect is by manually copying everything from one actor to another using SetAV().It's discussed somewhat further here, but nobody goes into detail about possible work-arounds. Thanks for the help. Edited December 28, 2012 by Sturmkrahe Link to comment Share on other sites More sharing options...
Eckss Posted December 29, 2012 Share Posted December 29, 2012 Is it your intention to switch places with the other actor, or to turn that actor into a duplicate of the player that is computer controlled or something else?I will help if I can, but I need more information about what you're trying to achieve before I know if I can help. Link to comment Share on other sites More sharing options...
Sturmkrahe Posted December 29, 2012 Author Share Posted December 29, 2012 Is it your intention to switch places with the other actor, or to turn that actor into a duplicate of the player that is computer controlled or something else?I will help if I can, but I need more information about what you're trying to achieve before I know if I can help. Ultimately, I'd like the information of original player Actor to be temporarily stored, then the player will take on the Actor information of the target, hiding or disabling the original target and putting the new player-controlled copy in their place. And then eventually undoing that process. I was thinking something along the lines of a "possession" spell. As far as I can tell, after some research and experimentation, Papyrus doesn't give the direct access to Actor data that would be needed to accomplish something like that. I'll probably end up taking the manual route with getAV and setAV, along with whatever else I need for character appearance and inventory. Link to comment Share on other sites More sharing options...
Eckss Posted December 30, 2012 Share Posted December 30, 2012 You could try something like This Eck. :D Link to comment Share on other sites More sharing options...
Sturmkrahe Posted December 30, 2012 Author Share Posted December 30, 2012 You could try something like This Eck. :D Sadly, SetPlayerControls (misleadingly) only provides movement control, and nothing else. Link to comment Share on other sites More sharing options...
Eckss Posted December 31, 2012 Share Posted December 31, 2012 You could try something like This Eck. :D Sadly, SetPlayerControls (misleadingly) only provides movement control, and nothing else.That's a shame. :(Then I guess you're going to have to do it manually unless you can use SetPlayerControls followed by EnablePlayerControls to enable more than just movement. Link to comment Share on other sites More sharing options...
steve40 Posted January 1, 2013 Share Posted January 1, 2013 (edited) Probably what you want to do is determine the race of the target and then change the player's race to the same. If you do it with creatures, you will have a problem with the camera POV being at their feet height iirc. Look at Master Shape Shifter mod. TUTORIAL. Edit: fixed a silly typo. Edited January 2, 2013 by steve40 Link to comment Share on other sites More sharing options...
Sturmkrahe Posted January 1, 2013 Author Share Posted January 1, 2013 Probably what you want to do is determine the race of the target and then change the player's race to the same. If you do it with creatures, you will have a problem with the camera POV being at their feed height iirc. Look at Master Shape Shifter mod. TUTORIAL. Thanks! That will be quite helpful if I decide to let the player possess more than humanoids. Link to comment Share on other sites More sharing options...
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