Description
Wiki Description
Causes this reference to speak a topic as if it were the specified actor.
Documentation Comment
Has this object "say" the specified topic, as if spoken by the specified actor (if one is
provided), and potentially "speaking" in the player's head.
Caveats
CK Wiki - Notes
Topics do not exist if their quest isn't running. Your property will not be None, but the function may reject your topic in that case.
Parameters
ActorakActorToSpeakAs=NONE
CK Wiki Description
The actor this object reference should use to speak as (passed to topic conditions and used to select voices). This parameter is ignored if this function is called on an actor. If it is none, no actor will be used for conditions.
- Default:None
boolabSpeakInPlayersHead=false
CK Wiki Description
Should the voice come from within the player's head?
- Default:False
ObjectReferenceakTarget=NONE
CK Wiki Description
Target reference to say line to. Used for conditions.
- Default:None
Examples
; Have the actor say the topic
JoeBob.Say(HowdyTopic); Have the statue speak the topic as if it were the town guard
Statue.Say(HaltTopic, TownGuard)Auto-Generated Example
Topic myTopic__akTopicToSay
Actor myActor__akActorToSpeakAs
bool myBool__abSpeakInPlayersHead
ObjectReference myObjectReference__akTarget
myObjectReference__toCallFunctionOn.Say(myTopic__akTopicToSay, myActor__akActorToSpeakAs, myBool__abSpeakInPlayersHead, myObjectReference__akTarget)Related Pages
Additional References
View this function’s page on the Fallout 4 Creation Kit Wiki
