Azurawhisperer Posted December 6, 2020 Share Posted December 6, 2020 I'm trying to create a custom reanimation spell to where I can include dialogue to the reanimated NPC, treating him/her like a regular NPC. The trick is how I can work around with the reanimate effect. I read in the following this: Now consequences #2 sounds like it can be worked around, but the question is where do I begin? Any guidance would be appreciated and those who have done this before, please share some hints on how I can tackle this. Many thanks! Link to comment Share on other sites More sharing options...
maxarturo Posted December 7, 2020 Share Posted December 7, 2020 All interactions with actors fire an "OnActivate" event on the actor and there is no workaround for this using the same actor. The only thing you can do is to place another actor in the reanimated actor's place and remove the reanimated actor, but this will only work correctly with prefixed actors and not with random actors, it can still work (with random actors) but the replacer actor will not be the same as the reanimated one. All "Effect Archetype" are 'Hard Coded' and you cannot edit or modify them. Link to comment Share on other sites More sharing options...
dylbill Posted December 8, 2020 Share Posted December 8, 2020 Another solution, is to not use the Reanimate archetype, but rather use script archetype. In your script you can use OnEffectStart and have the target play the getup idle animation, and the use the Resurrect script command. Also put the condition GetDead == 1 on the spell. Link to comment Share on other sites More sharing options...
Evangela Posted December 8, 2020 Share Posted December 8, 2020 (edited) I wish we could see the inner workings of the archetypes.. Edited December 8, 2020 by Rasikko Link to comment Share on other sites More sharing options...
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