octodecoy Posted December 28, 2020 Share Posted December 28, 2020 Is there any way to have the player say something through script while in Pipboy menu or pause menu? Seems as though there isn't, but would like to make sure. The reason I want to is for testing Audio Effect Chains. Link to comment Share on other sites More sharing options...
LarannKiar Posted January 3, 2021 Share Posted January 3, 2021 (edited) Create a "Sound Descriptor" with your voice line. Play it with a script: Actor Property PlayerRef Auto Const Sound Property MySound Auto Const Function PlayAudio() MySound.play(PlayerRef) EndFunction Your character's lips won't move though.. As far as I know, in the Terminal menu the player can talk. However, in the Pip Boy menu, they can't.. Edited January 3, 2021 by LarannKiar Link to comment Share on other sites More sharing options...
Zorkaz Posted January 3, 2021 Share Posted January 3, 2021 The important thing is too choose the right the right audio category. There are some that always work and some that only work when not being in a menu Link to comment Share on other sites More sharing options...
LarannKiar Posted January 3, 2021 Share Posted January 3, 2021 (edited) The important thing is too choose the right the right audio category. There are some that always work and some that only work when not being in a menu That's right. I used this in some of my mods: AudioCategoryUI "Menus" [sNCT:00064451]. Output model: SOMUIDefault [sOPM:000B75FB]. Pip-Boy mode is First Person only so this should be fine. Edited January 3, 2021 by LarannKiar Link to comment Share on other sites More sharing options...
octodecoy Posted January 3, 2021 Author Share Posted January 3, 2021 I did try the sound descriptor route using my own sound category and output model, with my audio effect chain on the output model, but the effect chain would not apply at all for some reason, menu or not. Link to comment Share on other sites More sharing options...
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