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CALEB2

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  1. Just wanted to give an update - I finished the mod (actually some time ago). Solved all problems and now everything is working perfectly. (Using animated mesh and modified behavior) Thanks for everyone who helped me. The updated mod is uploaded to Nexus.
  2. So, it seems that nif animations can only work in game if the main node in the nif is BSFadeNode, but by default the automatons use NiNode. If I convert this NiNode to BsFadeNode, game and CK crash. Is there any way to force nif animations work in game when the main node is NiNode ?
  3. It's the NiControllerManager. If that's inside the BSFadeNode (even just empty NiControllerManager), it causes CTD (That's why the nif must be NiNode) Any way to make it work ? UPDATE: It seems to crash only if I use the nif with BSFadeNode to replace the steamcenturion. If I use the same mesh to replace one of the magic tablets, there is no crash.
  4. Update: Animations show up in CK when I convert the mesh to BSFadeNode. Then the animations show up when I open the file by right-click, "open with CK" (copying it into the data, meshes before) But, if I load up the CK, and then open the preview, the CK crashes. Also it crashes the game when I use BSFadeNode instead of NiNode. So the problem is, that in order to play the animations, the mesh should be BSFadeNode. But then it crashes. When I convert it to NiNode, it does not crash, loads in game, but not animating. crap...
  5. Ok, I managed to create the test environment. (Used Breezehome). Now I can load saved game that's made outside the Breezehome (made the save before activating the test mod), then I go inside and the centurion is there. So this all works. Into the script I added debug messages for every event and the messages show on top left on the screen. But the centurion is still showing only the first animation from the sequence. I checked over ten times at least - everything is correct, it should work. Then I discovered that no matter what I write into the script in the lines Self.PlayAnimation, debug messages still play. (Obviously because the messages are tied to the events, not animations) So I tried different lines. For example: Self.PlayGamebryoAnimation("playanim05") <-used animation order number Self.PlayGamebryoAnimation("AnimPulse") <-used animation name Self.PlayAnimation("AnimPulse") <-used animation name Self.PlayAnimation("playanim05") <-used animation order number Self.PlayAnimation("xxx") <-used random letters to check if it's about the correct line or not Non of these worked, just the debug messages showed. It seems to me that the script can not trigger the animations. At least the test environment works, script is attached to the actor correctly and detects events correctly. Do I have to add something like this in the script: bool Function PlayAnimation(string asAnimation) native or bool Function PlayGamebryoAnimation(string asAnimation, bool abStartOver = false, float afEaseInTime = 0.0) native or RegisterForAnimationEvent or SendAnimationEvent or some other things ? The scripts for the "magis tablets" seem more complicated: http://www.filedropper.com/tablets And in the CK in Preview Object window the nif animations are not showing up (should show up as "Gamebryo Animations"). I even tried with some animated nif tutorial - ceated an animated nif step-by-step, still not showing in CK. Are there any extra steps to be made in CK ?
  6. Well, I know how to create animations. That's not too complicated. If you know how, it's actually easy. The current nif's animations have been set up exactly like the ones in the "magic tablets" (built, not copied) + added one additional animation into the sequence. If the tablets work, then my nif works too. Nifskope CAN be used to check if the animation sequence is correct. All I have to do is to compare it (and understand how and what) with some other nif that's working. (As I did) I am certain, that the problem is that I have set up the script wrongly in CK. It would be much easier If I knew how to extend this animation script for activemagiceffect, not actor. If you don't have time for this, I understand. Good luck with your massive project.
  7. The sequence is ok. If I put animations to play, I can see that it switches through every animation in nifskope. (Nifskope is something I am much more experienced in.) With the script the actor shows the first animation only. I suspect that either something is missing from the script, or I have set it wrong in CK. (I know how to set script for activemagiceffect, but if setting it for actor, I'm not so sure anymore) As I said - scripting and CK are exception for me. I usually mod models and textures. That doesn't mean I'm dangerous. lol I never release anything before testing it thoroughly and confirmed by other testers it's working. You can see from my currently uploaded mod, that it works perfectly. (With the limitations I mentioned at the beginning of this topic, nothing dangerous or game breaking) Is the script I posted in my previous post (in yellow) all that needs to be ? No conditions to be set or something like that ?
  8. If you bet 100$, you lose. My nif is working just fine. And it's the opposite - it doesn't seem to work in nifskope, but it works in game. How do I know ? - Simple, if there are animations in nif, the first animation plays in game by default, if no script is attatched. So I tested by changing the animations orders to first in nif and loading the game - the animations worked. Other users have confirmed this. At first there were some problems like CTD and game freeze, but I fixed them all. (I can send you the nif so you can check it out.) I'm not offended, I just need some information about the script. (Sripting and CK are the things I'm not very experienced with)
  9. Thanks for helping me. I have no idea how to create test actor or test cell or test esp, and how to use them. It's easier for me to test in game. (Current mod I'm working on, is an exception - I usually work on models, textures and effects only) In the object window, there are no dwemer actors directly in the actors list under the name dwemer or dwarven. Only the custom ones that are under the name DwarvenCenturionRace, DwarvenSphereRace, DwarvenSpiderRace, ect. There are, however LvlDwarvenCenturion (and others like this) - these are the leveled actors I presume ? I tested with the LvlDwarvenCenturion, added the script in the Sripts window, but it did not work in game. Do I have to add Properties to the script ? Do I have to add something ? I replaced the animation names with animation order numbers - that's how the "magic tablets" are set up. (Did not work either way) This is the whole script: Scriptname AUTOMATON_GLOW extends actor EVENT OnLoad() Self.PlayAnimation("playanim05") ENDEVENT EVENT OnCombatStateChanged(Actor attacker, int aeCombatState) If ( aeCombatState == 1 ) Self.PlayAnimation("playanim02") Utility.Wait(2.0) Self.PlayAnimation("playanim03") EndIf ENDEVENT EVENT OnDying(ACTOR killer) Self.PlayAnimation("playanim04") ENDEVENT EVENT OnDeath(Actor killer) Self.PlayAnimation("playanim01") ENDEVENT
  10. Ok, now it worked. But this way I guess I cannot add the script to the race ? What's a "Base Actor" ? What are the base actors for all the Dwemer automatons ?
  11. Can't compile script: "PlayAnimation is not a function or does not exist"
  12. Now I have a working nif, and I think I know where to attach the script in CK. (I'll attatch spell to race, magic effect to spell and script to magic effect) There are 5 animations in the nif. (in this order): AnimIdle01 (no glow) AnimTrans01 (glow fades in) AnimIdle02 (full glow) AnimTrans02 (glow fades out) AnimPulse (pulsating glow) I need to make a script that has following properties: Non-living, clutter or scrap type automatons use AnimIdle01 (no glow), automatons in sleeping state or on the loading stand (centurions) use AnimPulse, when waking up, use AnimTrans01, when alive (not dead) use AnimIdle02 (full glow), when dying, use AnimTrans02 (glow fades out). Can I use these animation sequences in the script directly, without creating the hkx files ? (There is no movement, just some glow strength changes) What do I need to write into script properties and variables sections ?
  13. Ok, I got it working visually like I need by using BSEffectShaderProperty instead of BSLightingShaderProperty. There is however a problem - now all animation sequences are the same. No matter how I change the keys. NiControllerManager is completely ignored now
  14. I still need to create the plugin. (I haven't done anything like this before) And there is one thing I have to change before - instead of animating emissive color strength, I need to animate alpha. (transparency of the mesh or texture) Any advice ?
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