BigBizkit Posted February 24, 2015 Share Posted February 24, 2015 (edited) Well, I just gave the WriteTableStanding furniture a try. Gave it all the kywds, workbenchtype etc. I could not activate it at all. I tcl-ed around where I put it but there was no activation prompt. I am about to try using a duplicated drafting table with the checkbox "IsMarker" enabled. This is said to disable the 3d model. On a related note: do you know of an efficient way to make actors use a particular furniture item? creationkit.com says MoveTo would make an actor immediately use a furniture moved to, but that is not true, in my case, they got teleported to/on top of chairs. I browsed the other functions and could not find anything useful. Edited February 24, 2015 by BigBizkit Link to comment Share on other sites More sharing options...
BigBizkit Posted February 24, 2015 Share Posted February 24, 2015 ok I've tried WriteTablestanding, the same with IsMarker disabled, tried the draftingtable with IsMarker enabled and none of it gave me an activation prompt. Don't tell me I'll have to use a trigger volume for this to work... Link to comment Share on other sites More sharing options...
fore Posted February 24, 2015 Share Posted February 24, 2015 Sorry, but I can't tell you what the difference is between activator and non-activator furniture. Could be, that isMarker together with a nif defined in the marker model field makes a non-activator. But that's pure speculation. I'm using a modified Searchchest since years, because for invisible furniture is not important how they are built, and I'm also not interested in the activator. If something works for NPCs, my job is done. Moveto is definitely no way to start a furniture animation. Either with Activate() for the player, or with a sittarget package for NPCs. I don't think there are any other ways. But again, that's described in the FNIS Modders' Doc. :smile: And btw. I saw your comment in the spears thread. About "the impossible" being made. That's simply not the case. This mod does nothing but animation replacement. It uses the same trick AP used in its first releases (end of 2011): changing the race in order overwrite the other race's animations. But that's still an animation replacer. Or why do you think this mod uses PCEA, and has a race definition called SpearAttackDataTemplate? :smile: Link to comment Share on other sites More sharing options...
BigBizkit Posted February 25, 2015 Share Posted February 25, 2015 I guess I'll try to do it via an activation trigger, it is just an extra step after all. The notes on creationkit.com had this to say: "Making an actor MoveTo() a furniture reference will make the actor immediately assume the position of "using" that furniture, without playing the furniture entrance animation. Example: PlayerRef.MoveTo(BedReference) will make the player lie down on the bed reference (without playing the bed entrance animation)." Since I wanted them warped "in" the chairs, this sounded really good, only it does not work that way. Yes, I guess I'll have to use packages even though they are a bit suboptimal for what I wanted to do. You see, animations aren't exactly my bread and butter. What I can appreciate though is that the spears mod is the best at what it does so far (adding spears that is) and my main point was to address the kind of users who trash the mod for not being a drag and drop install. Link to comment Share on other sites More sharing options...
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