Comments (1)
I tried a fix for this to always move the talking activator to the ghost, even if it wasn't the Game.Getplayer() activating
Event OnActivate(ObjectReference akActivator)
ObjectReference pTalkingActivator = QuestingBeastTA.GetReference()
ObjectReference pGhost = Self.GetRef()
ObjectReference pPlayerRef = Game.GetPlayer()
; if (akActivator == Game.GetPlayer())
;Find out where we moved the ghost, then offset the Talking Activator's position by that much, plus some addition Y offset to get near the head
GhostXPos = pGhost.GetPositionX()
GhostYPos = pGhost.GetPositionY()
GhostZPos = pGhost.GetPositionZ() + 150
pTalkingActivator.SetPosition(GhostXPos, GhostYPos , GhostZPos )
QuestingBeastTA.GetReference().Activate(pPlayerRef) ; Here I try the pPlayerRef instead of the akActivator to no avail
; endif
EndEvent
But the divine/daedric voice dialogues are not played from a world position/affected by voice volume, they are just audio files that play non-directionally in your head, and are only affected by the Master Volume slider. It happens to other similar quests like when talking to the Clavicus Vile statue, Meridia or Peryite. Even with the change above the remote player need to talk to the ghost to hear any voice. But the TA is at least at the ghost position when this happens.
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from tiltedevolution.