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