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Everything posted by PJMail
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How to detect an animation (idle) has completed?
PJMail replied to PJMail's topic in Fallout 4's Creation Kit and Modders
I mentioned I have already tried a number of these. -
How to detect an animation (idle) has completed?
PJMail replied to PJMail's topic in Fallout 4's Creation Kit and Modders
Thanks LarannKiarfor the list. Nothing has worked so far, and the is...() Calls don't compile. Don't know why this is so hard... -
How to detect an animation (idle) has completed?
PJMail replied to PJMail's topic in Fallout 4's Creation Kit and Modders
What animation? What should an actor do? They are poses I use for my Mannequins - These ones from Deuce2416 for instance. I use them in my mod as I have permission,I checked. It is enough to raise the root to a height = 1, there is no shuffling. The animation runs smoothly, without any extraneous sounds. I'll make some animations in my free time. For mannequins? Should they be completely static poses, or should they move somehow? Or should I just import your animations and bring up the root? Thanks South8028 for your kind offer, but I am not sure I can take it up as the animations are not mine - this is more something that should be brought up with the author of them. I only use a small number of them from Duece (they are in my mannequin mod) so it would be a good test - but not useful if I can't redistribute them... Thanks anyway. -
What makes a Misc object too heavy to move?
PJMail replied to PJMail's topic in Fallout 4's Creation Kit and Modders
Lee3310 - I mentioned that, but what value would stop it being kicked around but still light enough to carry? I could have just spent a lot of time experimenting, but asked here in the hope of gaining from the experience of others. B3w4r3 - disabling its physics (keyframed?) is a simpler option, but I would rather use that as a last resort. -
How to detect an animation (idle) has completed?
PJMail replied to PJMail's topic in Fallout 4's Creation Kit and Modders
What animation? What should an actor do? They are poses I use for my Mannequins - These ones from Deuce2416 for instance. I use them in my mod as I have permission, -
How to detect an animation (idle) has completed?
PJMail replied to PJMail's topic in Fallout 4's Creation Kit and Modders
South8028 - they are not my animations, they are 3rd party NPC poses. I have zero knowledge on making animations, but I agree - the shuffling at the end is a bug. If I disable AI at the end it resolves it, so thus this set of questions. A workaround I know, but it is one I can do until/if those animations are fixed. -
How to detect an animation (idle) has completed?
PJMail replied to PJMail's topic in Fallout 4's Creation Kit and Modders
Thanks LarannKiar - it was the animation variables I was hoping someone would know the correct one to use for any animation. Somehow I missed the isIdlePlaying() - that looks hopeful. -
How to detect an animation (idle) has completed?
PJMail replied to PJMail's topic in Fallout 4's Creation Kit and Modders
I will give it a go - thanks! -
How to detect an animation (idle) has completed?
PJMail replied to PJMail's topic in Fallout 4's Creation Kit and Modders
I know I asked this before but I was not able to find a general solution that I wanted so thought I should ask again. New eyes etc. I still believe there must be something game level rather than specific animation/hkx level, as the game needs to generically know when an animation is complete so it can run the next one. Remember I am not creating these so have no control over them, I am just playing them. -
Is there an animation variable I can check to see if the animation I am playing on an actor is complete? I basically do aActor.PlayIdle(aIdle) or aActor.PlayIdleAction(aAction) then do a utility.wait(1.0). Sometimes the idle hasn't finished after that wait (the idles could be anything) so really need a better 'idle finished' detection method. The idles are poses so don't repeat. Thanks.
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I tried the "no material" option on the collision and it made no difference. Perhaps there is a default used by the game in case of no material match for footsteps? It sounds like dirt... Btw - I found my actual problem was the idle's I was using (from another mod). Seems they end on a repeating left-right footstep sound (no movement though), so my only solution was to disable AI once the pose completed. Which brings up another question I will ask...
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What makes a Misc object too heavy to move?
PJMail replied to PJMail's topic in Fallout 4's Creation Kit and Modders
I thought the static attribute on the collision meant it would make it not havok settle? I hit that issue when I tried to use a normal workshop object as an inventory object and found when I dropped it from the inventory it hovered in the air. New collision made it fall, but it is too 'light'. I am also unsure what the various attributes mean in nifscope, but assumed the original Bethesda collision was 'static'... -
How do I disable friendly fire from explosions?
PJMail replied to AtomsChosen's topic in Fallout 4's Creation Kit and Modders
I had to solve this problem a while ago (as explosive bullets were agro-ing my companions). What you describe suggests your Perk is not working as the base game mechanics allows 3 'friendly fire' hits on associates before they get aggro'd (there is an ini setting that controls this number). You need to make sure the conditions are correct on 'set value 0' as there are a number of tabs on that perk and you need to put the condition on the correct tab. I assume your perk sets the "Mod incoming explosion damage" to zero under a condition? This is a very hard thing to get right as that perk needs to be on the recipients as I don't think there is a "mod outgoing explosion damage" option. Explosive damage is a real pain... It bypasses most of the normal damage mitigation options... You could try "Mod Weapon Attack Damage" and set that to 0 if the target is non-hostile. May work when attached to weapon...- 9 replies
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- explosions
- friendly fire
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What makes a Misc object too heavy to move?
PJMail replied to PJMail's topic in Fallout 4's Creation Kit and Modders
I understand it is collision, but what actual attributes of the collision would make an object able to be picked up and dropped from inventory, but not kicked around? There is are a number of attributes on the collision mesh (one called mass) as well as "weight" in the object attributes. I know I could set it to keyframed via script - but that seems messy. -
South8028 and LarannKiar - thank you, I think you are both onto something - I had not considered it was an impact sound with the base (it is my Target Practice Armor Mannequins). As I have total control over that I will see if I can redo it's collision as different "material". As I just use nifscope is there a suggested material that would give a silent impact?
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It seems stationary NPC's 'shuffle' - giving rise to footstep sounds. The FST sound category is global, so not useful for an individual NPC (muting it mutes all footsteps). Also many pieces of armor have their own footstep sound - so I can't just remove it from that NPC's skin. And putting a condition on every FST sound descriptor in the game seems a conflict nightmare. Is there a Keyword/perk etc that I could add to an NPC to keep them quiet? I can't find one. The NPC is running only a HoldPosition package. Thanks.
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Specifically an existing mesh red toolbox (Meshes\SetDressing\Toolbox\toolbox.nif) - but a general quesstion. If you craft it as an ingestible and drop it from your inventory - it hangs in the air. You can drop other ingestibles (say a stimpack) and they fall - so ingestibles are governed by Havok, (Crafting it as a Misc doesn't make a difference). It has collision, so what else does it need that I can access via nifscope (I don't have other tools)? Thanks
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Further update. Recreating the NPC with a Leveled Item in their inventory makes no difference. The only important thing to stop the resets is to have manually transferred/equipped an item in their inventory beforehand. I can't reproduce your result of no reset with no leveled items in the inventory. Not sure what I am doing differently to you.
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Well, this is so buggy. I make sure NPC is created (PlaceActorAtMe()) in an interior cell with noreset, and I have removed any Leveled inventory items. Doing a NPC.GetEncounterzone() returns the expected EZ for the interior Cell. Note - Traits are still templated via a Lchar. UNFORTUNATELY When I create the NPC it still resets on unload, even if I transfer and equip a new outfit via script. HOWEVER, if I manually transfer and equip something on the NPC (via containermenu) it DOESNT reset. Is there no way to lock their inventory without having to manually make a change? Also the NPC's ActorBase is always the NPC I use as the Template (it does not create a new FF template even though I use Lchar Traits) This is all quite discouraging.