NPC Talking while lying down

Post » Tue Feb 15, 2011 9:38 pm

I'm working on a large mod called "http://fo3aftermath.blogspot.com/" and the primary quest involves an injured NPC who is bedridden (paralyzed). Throughout the quest the player returns to a medical bay where this NPC is being operated on. To do this right I need 2 things.

1. I want the player to be able to open a dialogue with this NPC while he is lying down in a bed. In order for this work I need that character to remain in the same spot at all times, and I also need an idle (i'm guessing) that will still allow the player to talk to the NPC. Currently, everyone I've seen in a bed has to get up before they will speak to the player.

2. This NPC should only have one leg. Am I going to need to edit a model, or can I do this with some wacky "damage limb" hack? (please be #2) before anyone asks, Yes - I do need the limb to be visible while the NPC is alive and moving... (I know I'm a sick f**k, but this mod aint supposed to be pretty)

Does anyone have any ideas about how I can do this? I'm new to the G.E.C.K. but It's been good to me so far, and I have some decent modding experience. I'm prepared to do whatever is necessary to get the job done. Even some general suggestions would help.
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Maeva
 
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Post » Tue Feb 15, 2011 2:02 pm

For the dialog, I know you can converse with an NPC running different animations, and keep them from ending that animation before they speak by setting SetRestrained 1 on them first.. either from a script or the console. Might be worthwhile to try that and see if it gives results you can use. I haven't tried it, but may be as easy as using an Idle Marker or custom furniture marker, and setting restrained on him.. and it may be a lot more complicated.. dunno.
For the one leg thing, it might be possible to edit a custom version of your NPCs outfit and remove (or make transparent) the leg mesh part up to the havok leg damage cap, but still keep the skeleton and collision info intact to fool the game engine into thinking the leg is still there. Not my department though so that's really only a guess. Otherwise I can't see faking a "real missing leg" as the game prevents any havok damage to limbs unless they are truly dead first, which won't help you much.
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Robyn Lena
 
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Post » Tue Feb 15, 2011 9:31 am

For the dialog, I know you can converse with an NPC running different animations, and keep them from ending that animation before they speak by setting SetRestrained 1 on them first.. either from a script or the console. Might be worthwhile to try that and see if it gives results you can use. I haven't tried it, but may be as easy as using an Idle Marker or custom furniture marker, and setting restrained on him.. and it may be a lot more complicated.. dunno.
For the one leg thing, it might be possible to edit a custom version of your NPCs outfit and remove (or make transparent) the leg mesh part up to the havok leg damage cap, but still keep the skeleton and collision info intact to fool the game engine into thinking the leg is still there. Not my department though so that's really only a guess. Otherwise I can't see faking a "real missing leg" as the game prevents any havok damage to limbs unless they are truly dead first, which won't help you much.


* smiles *

I found "resurrect 1" to be a nasty and glitchy function. But technically, I think it could be used to make an actor with a missing leg. After all, I had followers walking around with missing heads, with legs backwards, or with head attached to the foot (and you would talk to the head while it was down there). One time, Jericho's head was just a gory piece of skull bone, and he was talking as normal. I should have grabbed a fraps video of that [censored].

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

Not that I recommend it, not that I could make it work for myself in a non-glitched way, but it might be possible if it is what you really need.
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NIloufar Emporio
 
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Post » Tue Feb 15, 2011 3:56 pm

I had followers walking around with missing heads, with legs backwards, or with head attached to the foot (and you would talk to the head while it was down there). One time, Jericho's head was just a gory piece of skull bone, and he was talking as normal. I should have grabbed a fraps video of that [censored].


That had me rolling off my computer chair. :rofl: I sure would have loved to have seen that Jericho video,
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(G-yen)
 
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Post » Tue Feb 15, 2011 4:03 pm

That had me rolling off my computer chair. :rofl: I sure would have loved to have seen that Jericho video,


If you kill something in an explosive sort of way and then do a resurrect 1 on it, you might see it for yourself, but the actor will be inclined to sink into the ground repeatedly.
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Eilidh Brian
 
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Post » Tue Feb 15, 2011 5:41 pm

Not that I recommend it, not that I could make it work for myself in a non-glitched way, but it might be possible if it is what you really need.

Hmmm.. animate flag on that is a new one for me... will have to play around with that *evil grin*.
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Harry-James Payne
 
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Post » Tue Feb 15, 2011 8:20 pm

Pkeiss: just for you!!!

http://www.finhosting.fi/~fallout/screenshots/RaiderGoreHead.jpg

ressurect 1 ftw!
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CYCO JO-NATE
 
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Post » Tue Feb 15, 2011 3:09 pm

If you kill something in an explosive sort of way...

Would this weapon qualify as being explosive enough?
http://webpages.charter.net/biscuit1/combatlauncher.jpg
Hint: Look by the camera crosshairs and see what it shoots.... IN FULL AUTO !
:hubbahubba:
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Katey Meyer
 
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Post » Tue Feb 15, 2011 6:15 pm

Pkeiss: just for you!!!

http://www.finhosting.fi/~fallout/screenshots/RaiderGoreHead.jpg

ressurect 1 ftw!

+1
I can hear that raider chick now...
"Do you want to be my new boyfriend?"
"Uhh... No. Maybe you should go see Doc Church or something"
"Awe this? Its just a scratch. I'll be fine."
"But your head is a gore bag. That can't be good."

Sorry for being off topic, but that is truly hilarious.
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mimi_lys
 
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