Holographic NPC Script?

Post » Mon May 16, 2011 10:41 pm

Okay, I'm trying to create an avatar for the AI Overseer of this vault mod I'm working on, sorta like the Red Queen of the Hive if you will. I'm wondering if there's any way to make her look as if she were a hologram, or even have her appear when you activate certain terminals and disappear when you're done talking to her. I know with creatures, they have an 'is ghost' flag, but not with NPCs. Help? :confused:
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Bird
 
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Post » Tue May 17, 2011 7:51 am

Okay, I'm trying to create an avatar for the AI Overseer of this vault mod I'm working on, sorta like the Red Queen of the Hive if you will. I'm wondering if there's any way to make her look as if she were a hologram, or even have her appear when you activate certain terminals and disappear when you're done talking to her. I know with creatures, they have an 'is ghost' flag, but not with NPCs. Help? :confused:


The "is ghost" flag is nothing to do with apperance as far as I'm aware. You'd be best off (in my opinion) making a new race called hologram or something. Then edit the skin material so that it's slightly transparent and maybe has a bluish tint.

As for appearing and dissapearing you're going to have to learn how to write quests for dialouge and scripts (don't know how much you already know).

http://geck.gamesas.com/index.php/gamesas_Tutorial_Basic_Quest

http://geck.gamesas.com/index.php/Disable
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Oyuki Manson Lavey
 
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Post » Mon May 16, 2011 11:40 pm

SetActorAlpha is probably what you are looking for http://geck.gamesas.com/index.php/SetActorAlpha

You can make an actor as transparent as you like.
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Thomas LEON
 
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Post » Tue May 17, 2011 4:52 am

SetActorAlpha is probably what you are looking for http://geck.gamesas.com/index.php/SetActorAlpha

You can make an actor as transparent as you like.


oh wow, okay much simpler! This'll defo come in handy for my own mods, thanks RickerHK!
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N Only WhiTe girl
 
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Post » Tue May 17, 2011 12:30 pm

SetActorAlpha is probably what you are looking for http://geck.gamesas.com/index.php/SetActorAlpha

You can make an actor as transparent as you like.

Thanks HK! ^^
This is much easier than working with meshes/textures (which I know nothing about lol :sweat: ). I shall use this.

@Janitor
I'm basically new to modding so I barely get by as far as coding goes...And I dont even know how to write custom dialogue either :confused: . Mainly the only things I know how to do is change the stats of stuff, adding npc followers (sans companion wheel), and placing objects in cells. So thanks for the links, I'll go check them out.
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Auguste Bartholdi
 
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Post » Tue May 17, 2011 3:19 am

Back to the 'Is ghost' thing; There is also a script command, http://geck.gamesas.com/index.php/SetGhost, which you will want to use on your holographic NPC. It makes it so the player cannot attack them, and bullets and stuff pass right through them, just like a hologram.
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Your Mum
 
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Post » Mon May 16, 2011 11:41 pm

Okay, I don't know what I'm doing wrong, but the set actor alpha command isn't working on my NPC's script. Everytime I go to see her, she's not transparent even though I have the following object script attached to her.

SCN V24HiveQueenSCRIPTBEGIN OnLoad	V24TestRedQueen01REF.SAA 0.5END


Also, what I was thinking about was having an activator (such as a dummy terminal object) trigger a player.placeatme command for my holographic NPC and then place a disable command in the result script of a dialogue text of a byebye topic. That's just a theory of mine though, I don't know the first thing on how to go about testing this.
*soo needs a scripter for her mod...*
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NO suckers In Here
 
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Post » Mon May 16, 2011 11:02 pm

The onload block will only run when the actors 3d info is loaded. In my previous testing onload didn't run when loading a save game if that's what you are doing (unless the actor was just placed in the loaded cell). Best thing to do is use a message in the block to confirm if it's running or not, or use NVSE to print a message to console.

On a side note Oblivion had a nice ghost effect shader that's much better than SAA. You could probably make something similar.
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Elisabete Gaspar
 
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Post » Tue May 17, 2011 7:04 am

The onload block will only run when the actors 3d info is loaded. In my previous testing onload didn't run when loading a save game if that's what you are doing (unless the actor was just placed in the loaded cell). Best thing to do is use a message in the block to confirm if it's running or not, or use NVSE to print a message to console.

On a side note Oblivion had a nice ghost effect shader that's much better than SAA. You could probably make something similar.

Ah, so that's what it was. I had a save game that was right in the overseer's office where I placed the White Queen for testing purposes.

So I tried what you said and loaded a different save game which was in the vault's entrance and player.coc'd my way to the atrium. And when I got there, the first thing that happened was that she was right close by! She was all "Hi! :woot: " and I was like "Wow! What?? :lmao: " She was transparent and everything just like I wanted. She was there for a moment and then disappeared. So I went to the overseer's office and there she was right where I placed her in the GECK. I don't mind that little glitch, I personally think that it would add to the creepy factor to have her pop up like that.

As for the Oblivion ghost effect...I don't think I know how to do that. Wish I did, because yeah, that ghost shader would be perfect.
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Lucky Girl
 
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Post » Tue May 17, 2011 4:31 am

As for the Oblivion ghost effect...I don't think I know how to do that. Wish I did, because yeah, that ghost shader would be perfect.


This is a close approximation of the ghost effect in Oblivion.

http://www.mediafire.com/?n62yzzl7xeq3zz4

I only used their settings, not the textures, so I'm sure it's ok to use. You can try it with different actor alpha settings. For me I like it with .1 or .2, so just add the line ...

PlayMagicShaderVisuals GhostEffect

In your onload block.

To add the effect to your mod put a check next to both your esp and this one, selecting yours as the active file, then create a new GhostEffect by changing the name (just add a prefix or something if you want) and save your esp. Make sure to use the new name in your NPC script.

If you want to use it fine if not that's fine too. No need to give me credit, I just copied Beth :P
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Teghan Harris
 
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