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MadManP

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Everything posted by MadManP

  1. Hi guys, I was wondering if anyone knew what the cut and blood effects are that are added to an actor (you know the ones that show when you get hit with a weapon) and how one might add them through script... any and all help would be appreciated.
  2. I would also like to add my heartfelt thank you to the modding community... not just for sharing your creations, but also for sharing your knowledge and allowing people like me to learn from your work. I essentially learned how to write papyrus script by unpacking and reading what others had done... you didn't have to include the source files, but you did and I'm forever grateful! And then there are those of you who take the time to answer questions and teach newbies like me how to make mods... Really there are so many reasons to be grateful to this community that I can't possibly list them all... All i can do for now is say thank you... and maybe, just maybe.... in the future I can create something that adds to YOUR enjoyment, like you've done for me.
  3. Alright, so that's not a solution... how about the core problem, namely the strange hug animation? I have my doubts about it being caused by FNIS... primarily because they get up from the ground first THEN do it, but then I have very little experience with how sending animation events work... Do they get sent to the AI package? could they be delayed like that, until the actor is in a position to perform them? I'm curious if you think the follow-up hug that happens when the animation is interrupted, could be caused by something in FNIS? were you able to recreate it?
  4. I did register... and the CK wiki claims it should work in an active magic effect script (in fact I'm pretty sure I've used it successfully before), but if that's the issue, then I have no clue how to call a function in an actor script from a magic effect one...
  5. That's very odd... I can't get any animation event to trigger... I even listened for all 3 of them on both actors... nothing triggered. Here's what I have in the anim-list for for FNIS: pa -D2.900000,a,Tnpcsoundplay.NPCKillStruggle/0.566000,Tnpcsoundplay.NPCKillSmash/1.200000,Tnpcsoundplay.NPCKillSmash/1.900000,Tnpcsoundplay.NPCKillSmash/2.600000,Tnpcsoundplay.NPCKillShove/2.800000 MadManAnim1 MadManAnim1.hkx I've lowered the duration of the animation from 3.5 to 2.9 because it looks better if it ends earlier... that couldn't be causing the animation events to not fire, could it? And I'm not sure how to make use of -T, so if I added -TNPCpairedStop/2.900000, that'd make the animation event trigger on actor 1 or 2?
  6. It's in the script above... I used the PushActorAway function after waiting the exact duration of the animation event. turns out it was a bit too quick. if I waited 0.1 seconds longer the NPC would bounce off the ground with an unpredictable force, if I waited longer the NPC would stand back up first, THEN fall and finally if I did it at the exact moment or slightly sooner it looked good... but the NPC would do a hug animation after doing the regular stand-up from ragdoll thing... despite having been set to unconscious AND paralyzed... so not entirely sure what's causing it... I'm going to try sending the ragdoll animation event next... but now i'm wondering if I can use that -T parameter to make the paired animation chain right into a ragdoll for actor 2... something like that possible? Edit: Listening for the NPCpairedStop as well as NPCPairEnd animation events both failed to trigger... And sending the Ragdoll/Instant Animation events did not look good... I'm stumped... I guess the best I can do is time the PushActorAway in the script, and hope there's little to no script lag or variation... Oh and P.S. Thank you again for all your help!
  7. I figured out what's causing it... the ragdoll effect was cutting the animation short by a millisecond which caused the AI to perform a hug animation the moment it was allowed to... if I wait to ragdoll until well after the animation is done playing the hug animation doesn't happen... but it looks kinda clunky, since the actor goes from lying on the ground to fully standing to then ragdoll back to the ground... Now I can finetune the script timing, but any script lag or anything causing the slightest inconsitency in the timing will make things silly again... Is there a way to cause the animation itself to result in a ragdoll state at the end of it? I don't know how to listen for the animation END event in papyrus... But even so attaching the ragdoll state to the animation event would be ideal...
  8. This is great... Thank you so much for all the help! I've figured out how to make use of FNIS and I've added the paired animation... I think I figured out the duration of the animation through hkxcmd (though it doesn't seem to make any difference what I set it to), and the pdf did give an example of how to add sound effects, but it also made reference to a text file with more options, which I can't find anywhere... oh well.. Anyway... I've got everything working... except at the very end of the animation the enemy gets back up and does a hug animation for some strange reason... Setting them to unconscious, ragdolling even paralysis doesn't stop it, in fact rogdolling in the first place seems to be related to triggering it... I'm thinking that's some other mod I have that's forcing that AI behavior... I can't figure out how to stop triggering it while still ragdolling the NPC... it'd be nice to be able to tell the AI to reset or something... they don't do this when spells cause them to ragdoll... so something's up... Here's the script I'm using: (I'm not sure how to do the spoiler tab, so sorry about the length) Event OnEffectStart(Actor akTarget, Actor akCaster) Target = akTarget Caster = akCaster if (Caster == Game.GetPlayer()) && (Target.HasKeyword(ActorType) == true) Game.DisablePlayerControls() Game.ForceThirdPerson() Target.SendTrespassAlarm(Caster) Target.MoveTo(Caster, 100.0 * Math.Sin(Caster.GetAngleZ()), 100.0 * Math.Cos(Caster.GetAngleZ()), 0.0) Target.SetAngle(0.0, 0.0, (Caster.GetAngleZ() + 180.0)) RegisterForSingleUpdate(0.1) EndIf EndEvent Event OnUpdate() Target.MoveTo(Caster, 100.0 * Math.Sin(Caster.GetAngleZ()), 100.0 * Math.Cos(Caster.GetAngleZ()), 0.0) Target.SetAngle(0.0, 0.0, (Caster.GetAngleZ() + 180.0)) Target.EnableAI(0) Utility.Wait(0.1) if (Caster.PlayIdleWithTarget(BeatDown, Target)) Target.EnableAI(1) Game.EnablePlayerControls() ; Debug.Notification("it worked!") Utility.Wait(AnimTime) Target.StopCombatAlarm() Target.SetActorValue("Paralysis", 1) Target.SetUnconscious(1) Target.PushActorAway(Target, 0.1) Utility.Wait(2) Target.PushActorAway(Target, 0.1) Else Try = (Try - 1) If (Try >= 1) ; Debug.Notification("it didn't work, trying again") RegisterForSingleUpdate(0.2) Else ; Debug.Notification("it didn't work, giving up") Game.EnablePlayerControls() Target.EnableAI(1) EndIf EndIf EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) If Target.IsUnconscious() == 1 Target.SetUnconscious(0) Target.EvaluatePackage() EndIf If (Target.GetActorValue("Paralysis") >= 1) Target.SetActorValue("Paralysis", 0) Target.EvaluatePackage() EndIf EndEvent
  9. Thank you! I'm very new to modding and while I've been reading and trying to learn as much as I can... there are still many things beyond me. I have no clue how to make use of FNIS to register a new paired animation, for example... but thanks to your suggestion I've come up with a very makeshift script that seems to work... somewhat... I'd be more than thrilled to read up on how to make use of FNIS if you could direct me to some kind of tutorial or introduction or anything really... Thanks again for taking the time to help :)
  10. So I've looked everywhere trying to find out how this might be done... and I'm stumped! I'm trying to initiate an unarmed killmove from a script that won't result in the NPC dying at the end of it. Setting the NPC to essential temporarily (if he wasn't already) would be easy enough, but I'm stuck on how to even trigger the killmove via script... any help would be appreciated.
  11. Like I said I'm new to the scene.. I can link you to my mod on steam workshop but that was the first thing I ever did and not really my best work... Now granted I haven't released anything publicly since that mod and it's alternative version, so it might be hard to convey my "modding skills" by example. Most of what I've done has been to learn how and not resulted in anything worth releasing to the public... Yes I am hoping to find someone like myself, whom I can help as much as he/she helps me, as I don't see any other way for it to work out... but I honestly don't know how to list my "qualifications" when it comes to modding... I thought I'd simply start by asking if there's any interest in something like this from anyone else... and if this was even the right place to be asking... Asking on reddit as well is probably a good idea... thanks for the suggestion! As for the tutorials, I've spent a long time consuming most of that knowledge already (and have probably forgotten more than I've retained)... now I'm mainly looking to put it into practice... To be completely honest, I'm mainly looking for a partner because I'm gregarious by nature and like having someone to bounce ideas off of and work out details with... if they can also help teach me new tricks along the way that's great... if not... that's ok too... I have plenty of free time, so I can (and fully expect to) do most of the actual work... and with the abundance of tutorials and places like this to ask for help, what I don't know, I'm sure someone can help teach me. Hope this makes sense... and that I'm not coming off as some crazy person...
  12. I'm relatively new to the modding scene and I've only done a handful of mods, only one of which was released on steam workshop, the rest were mostly for personal use... but I'm a quick study and have ALLOT of spare time. What I'm looking for is a partner or partners to practice modding and possibly create something great with... aiming at modding Skyrim for now, but Fallout 4 is right around the corner and it'd be great to have some proper experience under my belt and a few like minded individuals to work with when that game comes out. My primary interest and area of focus tends to be around game-design and balancing... and would love to partner up with others primarily interested in modding that aspect of the game. I'm curious if this is a good place to look for fellow mod authors... or if I should be asking elsewhere...?
  13. For example if I want destruction skill to incease destruction damage rather than decrease mana cost? Anyone know?
  14. I'm creating a passive teleport spell and I need the destination to snap to the nearest navmesh. Can this be done in script? is there a command to find the nearest navmesh?
  15. Hi guys. I'm new to the creation kit and modding in general, but I'm eager to learn as I have loads of ideas for interesting mods and game improvements. I just need a bit of help getting started. I've already spent hours on YouTube watching tutorial videos and reading the creation kit guides I could find, but there are still lots of things that elude me. At the moment I'm trying to create a summonable Ghost NPC but I have no idea how to make the NPC a ghost... that is look like a ghost. Help please!
  16. Thanks man... that was the solution.
  17. Hi guys. I'm new to the creation kit and modding in general, but I'm eager to learn as I have loads of ideas for interesting mods and game improvements. I just need a bit of help getting started. I've already spent hours on YouTube watching tutorial videos and reading the creation kit guides I could find, but there are still lots of things that elude me. Scripting in perticular is tough to learn... At the moment I'm trying to create a cloak ability spell that's always on... but the problem is that every time I try to fast travel with the ability it says "can't fast travel with enemies nearby"... I don't get it since you can fast travel with a normal cloak spell on.
  18. When I started playing I decided to make a purely mage character... no armor... no weapons... all magic... Then I tried a warrior and quickly noticed a few balancing issues. There are some things I would like to see fixed... if only I knew how to mod I'd do it myself but since I don't have a clue... here is my wishlist: 1) the mage armor perk should be boosted so that you end up with around 400-500 armor rating from the expert level armor spell when wearing cloth. (no added levels to the perk please... keep in mind that you only get so many perks by leveling this skill.) 2) Rune master perk should add 50% damage buff to rune trap spells 3) Impact should add 50% damage buff to dual cast spells, and the stagger effect should apply to one handed castings as well. 4) The final perk in the empowered frost/fire/lightning trees should each add 25% damage buff on top of their normal effects. I know there are a few destruction improving mods out there... but they change the game too much... adding time to casting speed... altering mana cost... adding perks... ect. I prefer changes that boost the damage of destruction but leave the rest alone... after all... Destruction is massivly underpowered and needs the boost just to be balanced with the rest... there should be no give and take... just give. Alternatively... I'd like to request instructions on how to fool around with modding myself... A place I might go and read up on how I might get started? a quick guide of some kind?
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