Activating a talking activator with a script?

Post » Sat Nov 17, 2012 8:42 pm

I'm having a little trouble activating a talking activator with a scene's ending papyrus fragment, and it seems to be that I'm doing it wrong.

What I have, is this:
danQuest2UlwaenActivator.activate(Game.GetPlayer())
, where "danQuest2UlwaenActivator" is the name of the property that points to the talking activator.

As far as I can tell, this should work, only it doesn't, so clearly I'm doing something wrong. Can anybody tell me what I should be typing?
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WTW
 
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Post » Sun Nov 18, 2012 1:40 am

double check your property is actually filled. if it is, then double check to see if your activator has a visible name (because the player cannot activate objects that are nameless)
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Cat Haines
 
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Post » Sun Nov 18, 2012 7:53 am

Um, that's a yes to both. :\
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Annick Charron
 
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Post » Sun Nov 18, 2012 3:45 am

well the syntax is correct, so your problem lies elsewhere.
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Dragonz Dancer
 
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Post » Sun Nov 18, 2012 7:04 am

well the syntax is correct, so your problem lies elsewhere.

Well, that's something. How do the Daedric Shrines do this? I mean, it's basically the same thing.
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Melis Hristina
 
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Post » Sun Nov 18, 2012 6:00 am

it's been a while since i used talking activators and now that i think of it, i remember having to do everything the same way as an actor.

do you have all your quest dialogue/voice types set up etc?
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Jennifer May
 
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Post » Sat Nov 17, 2012 10:41 pm

do you have all your quest dialogue/voice types set up etc?

Not the voice types, since I haven't gotten any voice actors for it yet.

Would that make a difference?
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GPMG
 
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Post » Sun Nov 18, 2012 10:42 am

yeah, a talking activator needs a voice type, and dialogue sound files within a quest.

you can still create a voice type and use placeholder silence for the time being (with subtitles). but with patch 1.7 having broken all dialogue i am not sure what good it will do at this point.
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James Potter
 
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