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Different dialouge for each "head" of a brahmin / radstag possible?


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Good evening everybody!

 

For I while now I have been thinking that it would be kind of funny to have one of thow two-headed cows or deer as a "follower".

Making a simple mod like that would be no problem ...

 

 

But would it be possible to have different "dialogue" depending on "which head you talk to" ?

 

 

I just thought that that would be kind of a funny thing and I am wondering if that would be possible to implement ....

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Although I have far more experience modding Skyrim than Fallout 4, something like the above sounds like a possible option. If it were Skyrim, I'd think about using a dialogue tree with two main branches - one for each head. Something like that.

Edited by Aizekku
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Agree on the activate solution here.

 

If you go that route and OnActivate does not work, the npc's race data needs some tinkering.

In order to interact/activate with a npc, the npc's race needs to have "Allow PC dialogue" checked.

 

Open the race form for your Brahmin race and see if the previously mentioned flag is checked.

If it is checked, you should be fine and OnActiavte etc. should work.

If not, AND you only want this function for certain/your Brahmins, create a new race (I guess the easiest way is to just duplicate the existing Brahmin race).

 

In the dupe, check "Allow PC dialogue" in the General tab.

Remember to update the Copied Data section so Armor Race points to the copy source race. Eg. BrahminRace.

Not sure if Morph Race needs to be set. Test it with None first :wink:

You may tinker with the rest of the data, but for this scenario things should be good.

 

Click Ok and open your Brahmin form and set the race to your new BrahminRace.

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It might work with "Talking Activators". Like how intercoms work.

You would need to look in the nif whenever the different heads have differently named nodes in nifskope.

Then placeAtNode your activators at these nodes, with attach=true.

 

I think attaching stuff to NPCs doesn't stick if the cell gets unloaded, so you might have to redo this each time onLoad().

 

Of course, you would need fitting meshes for this. They must not have any visuals, but collision.

I think there was an invisible activator box in the CK, I think for the valves in that one quarry which you have to drain. Maybe this.

 

Not sure whenever the collision is allowed to be static, maybe you need item-like collision.

You could try it with various vanilla nif, and, once you found one which works, you make a copy of it and delete the trishapes.

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