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Vulgate

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Everything posted by Vulgate

  1. I had the same problem as OP, and this solved it. Thanks Massafnq!
  2. Heya, all. First of all, I have a set of spells that I would like to make custom animations for. Basically, I want to do a casting animation replacer but ONLY for select spells. I know that Animation Groups are hard-coded and cannot be added by modders, but I was wondering if someone had come up with a work around. For my test spell, I've made a special idle animation, and it works just fine by itself (not used with a cast attempt). Here's what I've done so far and failed at: 1. I've tried to use the SkipAnim function to get the player to stop the normal casttouch animation, then tried to replace by calling PickIdle. All of this within the script of the spell. This didn't work because SkipAnim causes all Hell to break loose. 2. I've the same as above without SkipAnim, but placing PickIdle 1 in one of the lines. The 1 presumably stops the current animation to start the new Idle. But this is just simply not the case. The normal touch animation completes, and the remaining time in my custom animation finished (so only the last 0.4 seconds or so were played) 3. I've tried disabling the cast control while one of my select spells was active. Then when the cast control is initiated, playing the animation, then using TapControl to cast the spell. But this has the same results as #2. It'd be wonderful if Bethesda let us create our own instances of an animation within a given AnimGroup, and then gave us a function to call upon specific animations. For instance, like the casttouch and casttouchalt are both under the "cast touch" AnimGroup, it'd be supremely useful if they let me create casttouch3 within the "cast touch" AnimGroup. Then it'd be cool if PlayGroup had a specific reference animation option, like: Player.PlayGroup casttouch casttouch3 Anyways, just dreaming. Anyone have a solution to this? I'd be infinitely grateful. Vulgate
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