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Interactive cut scene possible?


mrsheep77

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I wanted to know if its possible to start dialogue with an npc and an animated cut scene would play just like the benny intro scene. Is it possible to have something like that play and still choose dialogue options/ interact with the npc?

 

Secondly, how do you even change an npc's standard dialogue animations. I'd like to give a unique reaction or expression to each individual line an npc has, whether they're standing, sitting, working ect.

 

I have blender, I'd like to know how to approach this, thank you.

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A "cut scene" is a "Bink (BIK)" video file. Please see "Import Custom Videos" under the "Misc Topics" section of the wiki "Getting started creating mods using GECK" article.

 

We don't have anything in the wiki "Getting started creating mods using GECK" article on linking animations to dialog. (Would be interested to hear your results.) My suggestion would be to look into a mod which is doing that. For example there are 44 "Mr House" mods that replace his image, though those are all "textures" instead of "animations" as far as I know. Another potential source would be "Securitron" mods which replace the default images, especially those for Victor or the Lucky 38 Casino.

 

I am not a "modeler" but it is my understanding that an animation is linked to a mesh file similarly to a texture. See the "Animation" section of that same wiki article. The Nexus FNV "Animation" category might be useful to datamine as well.

 

-Dubious-

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Animations in dialogue are simply assigned in the response box where you entered the dialogue. You can also have the npc just play a selection of animations based on the emotion assigned to that dialogue.

 

Unfortunately there is no interface to actually tell what the animations are, but you can preview them in the idle animations section of AI packages.

 

Also it can be somewhat unpredictable whether the animations will play. Some will play consistently, others sporadically, and some not at all. I'm not sure if the "Use Emotion Animation" has any impact on this. It's probably broken.

Edited by Radioactivelad
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thanks for the replies, this was helpful. https://wiki.nexusmods.com/index.php/Importing_custom_videos_into_FNV/F3/Skyrim/Oblivion this video was interesting. If its possible to have a video file play on command of a dialogue choice and interaction with npc, is it possible to have a trigger play based on the npcs location and time of day? if dialogue animations are unpredictable, maybe this could be a way around it.

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thanks for the replies, this was helpful. https://wiki.nexusmods.com/index.php/Importing_custom_videos_into_FNV/F3/Skyrim/Oblivion this video was interesting. If its possible to have a video file play on command of a dialogue choice and interaction with npc, is it possible to have a trigger play based on the npcs location and time of day? if dialogue animations are unpredictable, maybe this could be a way around it.

 

Yes with this funtion " PlayBink "

https://geckwiki.com/index.php?title=PlayBink

Read that ... ^^^

 

The trick is it has to be formated into a " .bik" file

 

Radvideo tools is good at sorting stuff , but that was years ago , today ... who knows ?

 

I am not going to link a tool , you must look for it yourself.

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