TalkingActivator

Revision as of 17:26, 31 October 2011 by imported>Scornett
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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.