Difference between revisions of "TalkingActivator"

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(Added "see also" section items.)
 
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*'''[[:Category:Papyrus|Scripts]]:''' Papyrus Scripts associated with this object.
*'''[[:Category:Papyrus|Scripts]]:''' Papyrus Scripts associated with this object.


To have the object simply say a single line as another actor, you can instead just use [[Say - ObjectReference]].
== See Also ==
*[[Bethesda Tutorial Conversations]]
*[[Bethesda Tutorial Dialogue]]
*[[Bethesda Tutorial Advanced Dialogue]]
*[[IsTalkingActivatorActor]]
*[[SetTalkingActivatorActor]]
*[[IsTalking]]
*[[Say - ObjectReference]]


[[Category:Actors (Object List)]]
[[Category:Actors (Object List)]]

Latest revision as of 00:46, 15 February 2012

Talking Activators allow for the player to engage in dialogue with non-actors.

TalkingActivators can be found, created and edited from the Objects window under Actors. They have the following properties:

  • ID: The Editor ID of the object.
  • Name: The object's display name.
  • Model: The name of the model assigned to this talking activator.
  • Looping Sound: A sound that plays continuously for this talking activator, if desired.
  • Voice Type: The Voicetype used for this object when it speaks.
  • Add Destruction Data: The destructible stages of this activator, if any.
  • Radio Station: Not used.
  • Cont Broadcast: Not used.
  • Non-Pipboy: Not used.
  • Random Anim Start: If checked, this object begins its idle animation at a random start time. This allows you to have several of the same animated activators in an area without their animations playing in sync.
  • No Voice Filter Not used.
    • On Local Map: Whether this object's local map representation, if any, will appear on the local map. Checked by default.
  • Keywords: List of Keywords assigned to this object.
  • Scripts: Papyrus Scripts associated with this object.

To have the object simply say a single line as another actor, you can instead just use Say - ObjectReference.

See Also[edit | edit source]