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About Self.SetPlayerControls()


Zorkaz

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^I don't remember how I stopped that. Maybe you can try SetRestrained(). Skyrim has SetDontMove() but that doesn't exist in Fallout 4.

I also tried that (to make a "multiple playable characters" mod) and I never got it to work ...

;-(

One guy managed to do it in Skyrim, and despite using his code the exact same way, I ran into issues with the player using the Throw Voice shout dialogue whenever it needed to be speak/be spoken to and I couldn't get rid of the default armor(the player would wear the cloned armor and the default armor).

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That's correct, you will have to keep teleporting the player every time it is x amount of distance away. I think uGridsToLoad still applies to the character you are now controlling, so this means the 'frozen' AI controlled player must be with in 5 cells(the default is 5x5) in any given direction. You can probably place an ability on the player upon it 'losing control' and put a condition on the spell to check the distance(20480 = 5 cells) and then have it warp. For immersion sake you can also make the player invisible so it's not a sudden "outer body" experience when the player suddenly pops infront of the clone or something.

(Note: this is assuming this will work in the same way in Fallout 4 as it did for me in Skyrim.)

Edited by Rasikko
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