voidfunctionSayCustom(KeywordakKeywordToSay, ActorakActorToSpeakAs=NONE, boolabSpeakInPlayersHead=false, ObjectReferenceakTarget=NONE)Native
Description
Wiki Description
Causes this reference to speak a topic as if it were the specified actor.
Documentation Comment
Has this object "say" a keyworded topic, as if spoken by the specified actor (if one is
provided), and potentially "speaking" in the player's head.
Caveats
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). If it is none, no actor will be used for conditions.
- This parameter is ignored if this function is called on an actor. NOTE:this may require a cast to an actor. If you call SayCustom on an ObjectReference you know is an actor it will not know who you are talking about. It will compile, but if you have your dialogue conditioned on voicetype he will not say that line.
- 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 a topic with that keyword
JoeBob.SayCustom(SomeKeyword); If JoeBob is a reference and not an actor, but you know that he is an actor:
(JoeBob as actor).SayCustom(SomeKeyword); Have the statue speak a topic as if it were the town guard
Statue.SayCustom(SomeKeyword, TownGuard)Auto-Generated Example
Keyword myKeyword__akKeywordToSay
Actor myActor__akActorToSpeakAs
bool myBool__abSpeakInPlayersHead
ObjectReference myObjectReference__akTarget
myObjectReference__toCallFunctionOn.SayCustom(myKeyword__akKeywordToSay, myActor__akActorToSpeakAs, myBool__abSpeakInPlayersHead, myObjectReference__akTarget)Related Pages
Additional References
View this function’s page on the Fallout 4 Creation Kit Wiki
