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Firehawk777

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Everything posted by Firehawk777

  1. I think from what you have said that you are trying to use this on the ObjectReference rather than the Actor. Try casting the ObjectReference as an Actor. E.G ObjectReference actorRef =theRef as Actor
  2. Hi all. I finally have the capability to create animations. Though I have run into an issue with importing fbx to the rig in Max. I have followed the guide though when I import the fbx the mesh conforms to the animation (sort of) and yet does not control the bones. The mesh is also twisted and does not appear to have picked up the spine transforms. I run the disconnect script several times and still the animation does the same thing. Anyone know what I am doing wrong?
  3. Wow now that was a process! Finally have studio max working and making animations. Still have an issue with importing vanilla and other animations to edit. Though I think with a little more research I will have it.
  4. YDNKMN. I finally got it working. The converter needs to be opened in Java and fkx files need to be converted to xml via the console. It is a bit of a process. Also worked out how to make the animations in 3ds max. Now I can start making animations. Though I still have not quite got vanilla animations importing. I will work this out today hopefully.
  5. Lol. I have bitten the bullet and installed studio max. I don't yet know if its worth me paying for this app as I normally would use Blender for animations and I only want Max for its supposed ability to import and export files in the correct formats. At least from what I can comprehend in the (rather convoluted) Fallout animation kit PDF I could do most things with other less convoluted and expensive tools. In saying that I have used Max in the past (up until about until about max9) so its not a completely new environment to me and I have animated with it in the past for mods. Though getting the tools set up for Fallout 4 is proving a nightmare. Firstly would either one of you know if there is a version of the Havok tools that works with Max 2015+? I have already made animations and finally have the xml <-> hkx conversions. I can do basic edits to animation poses with hkxposer though its not quite what I require. And Niston, yes I prefer script myself. The CK is bad enough when it comes to convoluted platforms. Though at least it doesn't cost $300 a month to use it.
  6. Lol. Issue was that the guide I had did not specify that the FKXPack needed to be run in java environment. All works fine now. Now I wish there was an alternative to using 3ds max for animations.
  7. Hi all. I just installed the AAF kit and when going to use the FKXPack to convert an xml file I have run into this error. <<< Converting C:/Program Files (x86)/Steam/steamapps/common/Fallout 4/Data/Meshes/Actors/Character/Animations/AnimPreviews/FGAnim/DrinkingWater.xml to hkx Traceback (most recent call last): File "F4AK_HKXPackUI\f4ak_hkxpack_UI.py", line 196, in convertXmlHkx File "subprocess.py", line 522, in call File "subprocess.py", line 710, in __init__ File "subprocess.py", line 958, in _execute_child WindowsError: [Error 2] The system cannot find the file specifiedAnyone have any clues as to what is wrong?
  8. Hi all. I just installed the Advanced animation framework and when trying to use the FKXPack on an xml I get this error. <<< Converting C:/Program Files (x86)/Steam/steamapps/common/Fallout 4/Data/Meshes/Actors/Character/Animations/FGAnim/DrinkingWater.xml to hkxTraceback (most recent call last): File "F4AK_HKXPackUI\f4ak_hkxpack_UI.py", line 196, in convertXmlHkx File "subprocess.py", line 522, in call File "subprocess.py", line 710, in __init__ File "subprocess.py", line 958, in _execute_childWindowsError: [Error 2] The system cannot find the file specified Does anyone have any info that can help me?
  9. Thanks. Though I get an error when trying this method. It says the type miscobject is incompatible for the referenceObject to throw
  10. This is a pretty noob type question. How exactly is the best way to define from an Objectreference what its 'type' is? E.G if this is a miscObject, Funiture or an NPC.
  11. That project looks very interesting. Looks like the terminal you guys are creating may have the functionality I need.
  12. Lol this mod has no supporting documentation. It will take me some time to work this out.
  13. Niston you rock. Thanks. I will read this now.
  14. Thanks. Its a good tutorial and one I have both used and watched several times. I have already several furniture pieces that use this. Any other animation related tutorials I am also interested in. Though not quite what I am looking for in this case. What I am trying to do is create new animobjects that are then used by the animation. EG the drinking cup, eating noodles or the smoking animation. I know there is a way to make an animobject appear and disappear at different points in an animation. Though I have no clear guide as to how its done. I want it so for instance an actor NPC goes to the sink with a mirror, pulls out a hair brush and uses it then the brush disappears at the end of the animation.
  15. For the mod I am making I wish to be able to use a menu that displays a list of NPCs and some ActorValues. The NPCs are provided though an array of ObjectReferences by my scripts. I want a menu that allows them to be selectable and return the player selected ObjectReference or corresponding array position. I do not want to use quest aliases unless they can be created dynamically. Is there any information available about how to create custom menus of this nature like in the pitboy or as a terminal?
  16. I am trying to create new animations using vanilla and 3rd party animations. I would like to know how the AnimObject is controlled by the animation. I think it requires using the animation graph though I am unclear on how this is achieved. Can anyone direct me a good tutorial on this or explain the processes involved and what is required?
  17. Thanks though it was set. The issue I had was that my scripts are Conditional and custom events require native scripts apparently. So my work around was to create two scripts, one for the actor and one for the quest that are set to native. Then I simply join the native and the conditional scripts via the function call. So basically it goes like this. Conditional lfequestscript calls native lifequestscript to send event. Which is received by the native actor script then sent to the conditional actor script. Lol. Which all sounds much harder than it actually is. It had me stumped for a few hours though the info is in the script reference guide. Just like many things it is very poorly explained.
  18. I may be completely wrong as you are not very clear though I think you require a material swap. Create one in the editor with the original material as the fist entry and the new material as the second. Then on your armorAddon click where the nif is selected. There should be a drop down for the new material which you select by its editor name.
  19. Though I am no expert at all and these are often complex issues my guess would be to skin the toolbelt to the outfit mesh (with the outfit as a reference) in Outfit Studio then export it to a .nif without the reference if you want the tool belt as an addon accessory and with the reference if you just want it as part of the outfit. I hope this helps.
  20. I have run into issues with custom events. I have the scripts 'talking' to each other via function calls that call the scripts by name. e.g. quest script "FH_LifeScript01" FH_LifeScript01 Function GetScript() Global Return Game.GetFormFromFile(0x00008F0F, "FH03.esp") as FH_LifeScript01 EndFunction Function testNPCScript(ObjectReference theNPC) FH_ActorLive01 targetScript = theNPC as FH_ActorLive01 if targetScript != None int test=targetScript.sendReply(1) Debug.notification("script found. Recieved "+test) endIf endFunctionIn actor FH_LifeScript01 Property Scripts Auto Conditional Hiddenwhich can be used in a function like this Function someFunction() bool isDone=Scripts:CallQuestFunction(self) return isDone endFunctionWhich all works nicely. So I can call the functions of the quest script in the actor script via the 'FH_LifeScript01 Scripts' property and functions in the Actor script via specific functions as demonstrated above. Though when trying to add a function in the actor script to receive a custom event I run into issues. In the quest script called "FH_LifeScript01" CustomEvent LifeCall event onInit() ; Send the LifeCall event with two arguments Var[] kargs = new Var[2] kargs[0] =self kargs[1] = true SendCustomEvent("LifeCall", kargs) endEvent In the Actor script FH_LifeScript01 Property Scripts Auto Conditional Hidden Event onInit() RegisterForCustomEvent(Scripts , "LifeCall") endEvent ;Event FH_LifeScript01.Lifecall(FH_LifeScript01 akSender, Var[] akArgs) ;Debug.Trace("We received the LifeCall event from " + akSender + " with arguments " + akArgs) ;EndEvent The commented out section is the attempt to receive the event though the editor tells me that "FH_LifeScript01 is not a known script type" and so therefore cannot register an event. Anyone have any clues what I am doing wrong?
  21. Scriptname FH:ChangeClothes extends Actor Conditional {A simple change clothes script} ActorBase property theNPC Auto const Outfit property theOutfit Auto Conditional Function ChangeToSleepClothes(ActorBase theNPC, Outfit theOutfit) Outfit OldOutfit = theNPC.GetOutfit() if(theOutfit) theNPC.SetOutfit(theOutfit) else theNPC.SetOutfit(theNPC.GetOutfit(true)) theOutfit=theNPC.GetOutfit(true) if(theOutfit) else theOutfit=theNPC.GetOutfit() endif endif EndFunction Event OnActivate(ObjectReference theNPC) ChangeToSleepClothes(theNPC,theOutfit) EndEvent Hi all. I am totally new to scripting using the fallout CK and I am wondering if someone could help me with implementing a simple script. I am trying to get an actor to change clothing to a random outfit either from within their inventory or a custom array of outfits at the start of a package. Its pretty clear as to where I do this in the package. Though I am only learning how papyrus fragments and scripts are implemented. I was wondering if someone might give me some pointers or point me to tutorials that explain how I would do this. The script function name is not representative as the script should change to firstly the chosen outfit, if that does not exist then the sleepoutfit and finally default to the normal worn outfit if neither exist.
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