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tfkillzone

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Everything posted by tfkillzone

  1. If you're using the older, non-SkyMoMod-required version of Skyrim Scaling Stopper, the Skyrim Scaling Stopper - Misc. Edits.esp file gave me CTD's when leaving interiors in an existing saved game, and during the intro in a new game, the prisoner character would get stuck floating above the ground a few seconds after it starts, and the carriage would continue on without him.
  2. Alright, well for the sake of anyone else paying attention to this thread, I managed to figure out how to bind Idle properties in a script. You have to go into the Object properties for the object to which you have attached the script, and fill them in there as well in order to pass them to the script. So, there's that. However, animations still refuse to work for some reason. Gonna do some more research into this. Perhaps I'll post code in case there's some sort of conflict someone else is aware of and can point out.
  3. Ahh, I see. What all does it take to set up an Idle and bind it to a particular animation, though? Does Papyrus just know that Idles with certain names correspond to animations with the same name? How is that all defined?
  4. I'm trying to run an animation on the player character in Papyrus, and I'm using Debug.SendAnimationEvent() (http://www.creationkit.com/SendAnimationEvent_-_Debug) to do so--unfortunately, I'm not quite sure how to set up an Idle property to pass in to the successive call to Game.GetPlayer().PlayIdle() (http://www.creationkit.com/PlayIdle_-_Actor) in order to reset the player's animation and keep him from getting trapped in that pose. This is the only line I have that has anything to do with the idle I'm trying to set up. Does it take more than this? idle Property IdleBedSleeping auto And this is how I'm calling it after I call Debug.SendAnimationEvent(): Game.GetPlayer().PlayIdle(IdleBedSleeping) Anyone with a bit more Papyrus experience than I know how to prevent the player from getting stuck? Another thought just occurred to me while typing this. Could it be that the animation event hasn't fired yet before I call PlayIdle(), because the animation I'm trying to send through SendAnimationEvent() is too long? Any thoughts?
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