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Activating Feral Ghouls for [E] Talk


SKKmods

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I would like to add some dialog to friendly custom Feral Ghouls based on lvlFeralGhoul.

 

Well just simple Arrrgggh ... Ugggggh .... Raaaar type content just to enable the trade UI from [E] Talk.

 

Created a dialog quest which any other spawned humanoid actor (synth, supermutant, human) will use for HELLOs if their voicetype is set to crFeralGhoul.

 

Spawned ferals with voicetype crFeralGhoul will not use the dialog or even present a name plate or the [E] Talk activation at all . Forcing activation will present nameplate and [E] but still no voice;

(ThisActor as ObjectReference).BlockActivation(abBlocked = False, abHideActivateText = False)
(ThisActor as ObjectReference).SetActivateTextOverride(pSKK_SWATalkPrompt)

Anyone know if or how dialog and activation is blocked on feral race / actor / whatever ?

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Ah bugger :sad:

 

No way I'm gonna HACK a base game race, and creating the whole Race > ENC > lChar > lvl hierarchy is far too much faff for some simple LOLz with feral workshop settlers.

 

Shame, because my vision of having ferals defending their workshop from settler attacks could have added some amusement.

 

I may go with an inelegant workaround script on my ferals;

Event OnActivate(ObjectReference akActivator)
If (akActivator == pPlayerREF)
   (Self as ObjectReference).BlockActivation(abBlocked = True, abHideActivateText = True)
   pPlayerREF.Say(pSKK_SWATradeTopic, akActorToSpeakAs = pPlayerREF, abSpeakInPlayersHead = false, akTarget = (Self as Actor))
   Utility.Wait(1.0)
   (Self as Actor).OpenInventory(true)
   (Self as ObjectReference).BlockActivation(abBlocked = False, abHideActivateText = False)
EndIf
EndEvent
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Woo-Hoo a new command I have never seen before.

 

That's working fine and rescued my lvlFeral settlers from the cutting room floor.

 

Player can talk to trade & such, but the ferals still refuse to offer any hello growls for mah workshop 'mershun !

 

Super-appreciated, thanks DieFeM.

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Shame, because my vision of having ferals defending their workshop from settler attacks could have added some amusement.

Wait WHAT?

 

You want to have a settlement of feral ghouls and it will get "attatcked" by normal (human) settlers?

Am I understanding this right?

 

Because that sounds awsome!

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Whilst I don't do much with settlements except my own Settlement Attack System to recycle settlers, the same old settlers defending is getting stale (raider outposts are just different human skins).

 

After messing about recruiting any actor as a follower, I am now recruiting (nearly) ANY ACTOR as a settler for "right on" mixed race workshops of Ferals, Synths, Supermutants, Protectrons & etc with their own constantly super annoying hellos (but no farming animations). Unvoiced actors and bugs are not annoying enough.

 

As that's working out well I'm thinking of extending Settlement Attack System to offer settlers attacking the multicultural workshops for full racial role reversal.

 

Stimpaking a feral settler whilst its bleeding out (whatever ferals bleed) from an attacking settler who rabidly bitches about a bad back. What's not to like ?

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Stimpaking a feral settler whilst its bleeding out (whatever ferals bleed) from an attacking settler who rabidly bitches about a bad back. What's not to like ?

You could create somthing like a "glowing stimpak" that just works on ghouls :laugh:. Crafted with irradiated blood, of course ...

 

This whole concept is just so cool and has much potential.

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I prefer to cook with base game concepts and mechanics wherever possible.

 

Even Stimpaking robots is fine to avoid the robot repair kit thing.

 

It's the concept of combat bleedout and recovery, rather than the "stuff" that is fun for me.

 

Adding new stuff just adds new RPG grind (and I hate RPG grind == Fallout 76).

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