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CylonSurfer

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Everything posted by CylonSurfer

  1. So, essentially I'm trying to get power armor frames to play their open / close animation without an NPC climbing into them. I'm aware that the main power armor frame.nif is an animated nif and runs an animation within Nifskope, however I can't get an empty frame to play the same animation via a script. What I've done so far is: 1. Created a new Perk with an entry point which adds a new activation (Open Frame) to all PA frames 2. Created a quest which gives this perk to the player The above works and I now have the secondary activation of 'Open Frame' when my character approaches a suit of Power Armor in game, I have also tested the perks entry point script fragment which runs a 'debug.trace("PA ID =" +akTargetRef)' and that successfully writes the PA frames ID to the script log file. So this part of my mod is all working nicely, I have my entry point and I can return my target for an animation to play on. However I cannot for the life of me get the Power Armor to play its default open / close animation. I have tried PlayAnimation, PlayAnimationandWait, PlayGamebyroAnimation, Playidle etc and nothing seems to work. In NifSkope the Power Armor .nif has a node called 'OpenArmor' but calling this e.g: akTargetRef.PlayGamebyroAnimation("OpenArmor") doesn't appear to do anything and I cannot find anything that resembles the PA open animation in the CK. Does anyone know how to call the Power Armor Open / Close animation on an empty power armor suit, where I'm going wrong or even where I might look to find out how to call the animation? Cheers.
  2. So in the mod I'm working on I need to keep track of when a player adds or removes a helmet to / from a PA frame via the Power Armor container menu - any idea where I should start with this? The rest of my mod is up and running with a player ref script watching for player driven events. I just can't find any info on how I can look for changes to the PA armor container or at least set a condition to look for changes to only the player inventory while in the PA container menu. Cheers
  3. This worked - thanks a lot! I Had to rejig my scripts a little but this got around the issue I faced - I now have a working terminal menu with the PA helmet shown while the player uses it. Better still, the player never knows that a terminal was spawned!
  4. So I need a terminal menu for use with my Power Amor helmet mod, due to it's nature the PA hud needs to be visible while using the terminal. If I use the standard holotape method the PA hud disappears as soon as the terminal screen is loaded, if I do not use the holotape and instead create a custom terminal the PA hud does not dissapear. This has led me to look at using 'Placeatme' to spawn the terminal next to the player so they can use it to customise the PA hud. It works, however I'm having real issues removing the custom terminal from the game world or moving it to a holding cell once it has been used. .Delete() .Disable() and MoveTo() all require object references in order to work, however Terminals do not appear to have objectreference properties they are shows as 'Terminal' and as such none of these functions appear to work on them. Does anyone have any idea how I can work around this issue?
  5. It will indeed. I play on a Sony HMZ-T1 with a TrackIR & 3D Vision. Almost there, just a little less FOV than the Rift but higher res. I can testify that the experience is out of this world. I only wish I could add actual head tracking support.. It would be a dream come true!
  6. Did anyone get anywhere with this? I'm desperate to get a 360 pad + mouse working at the same time (not via xpadder) for use with my VR setup... My VR setup emulates the mouse for headtracking and I use a pad for movement / combat. Problem is, and as others have stated, a pad emulating W,S,A & D key presses is pretty basic and you loose the advantage of precise movement control via the analog sticks.
  7. Hi all, I'm having a small issue in game with some 1st person archery animations I've edited in 3DS Max. The largest issue with my edited animations is that when you have your bow drawn, aiming, the players crossair moves but the bow and the characters arms no longer follow it. I have looked to see if I can spot any missing annotations but can't find any, maybe something is getting missed when the animations are imported into 3DS Max, I'm not really sure. Does any have any ideas or any experience editing the bow animations that could maybe help? Thanks
  8. I guess you would need to: 1. Extract the 1st person skeleton.nif, and skeletonfirst.hkx from Skyrim 2. Extract the original 1st Person animations and convert them to .KF using hkxcmd. 3. Import the skeleton.nif + the animation you want to change, such as 1hm_idle, 1hm_walk etc etc, into 3DS Max. 4. Move the arms to a position you prefer then export the animation using Havok content tools. XP32 wrote a good guide on 3DS animation editing and in particular the Havok export process including annotations (footstep sounds etc). Its on the nexus to download somewhere. EDIT - Its found here (you will want the 'Pro' guide): http://skyrim.nexusmods.com/mods/15238 Providing you do not alter the skeleton.nif or need to lower or raise the 1st person camera this should do what you need. Saying that, if you are editing animations you may want to consider helping us on the 'Real First Person View' mod. The third person animations we are using already have better weapon positioning. We are now editing animations on mass to place the camera in the correct positions ready for our next release. Things are going well, there are just a lot of animations to get through so its a slow task!
  9. Does anyone know where to get a none steam copy of the above Mod?
  10. Any news on a 1st person carriage ride mod?
  11. I have my animations fixed and exporting correctly now. Well they appear to be working in game to say the least, 1h walk, run and idle appear fine in game with no distortion. Will do some real testing later. @3AMt - I'll drop you a pm with export process I'm using from max 2012 to .hk when I get back from work, maybe a copy of the work so far as well.
  12. I'd very much appreciate some help or advise on this matter. I'm editing the animation 1hm_1stp_run in 3DS Max 2012 using the KF importer V3.7.3. and follow the step found here (http://wiki.tesnexus...tions_in_Skyrim) to import my Skeleton.nif and 1hm_1stp_run.kf into 3DS max 2012. I import my Skeleton.nif into Max then the 1hm_1stp_run animation. I then edit the animation (raise the upper body position), when I have it as I like, I export the finished animation and use hkxcmd to convert the .KF into a .hkx again. I load Skyrim with my edited animation in place and everything appears great apart from when I equipe a shield. When the player has a shield equipped, the sheild seems to rotate 180 degrees so the front of the sheild is facing the character. If I un-equip the shield the overall animation looks fine again with the arm and hand in the correct positions. Any ideas as to what is causing this bug or how I can approach fixing it? I've looked everywhere and spent many hours tryng to figure this out for myself with no luck :(
  13. Yup :) I've been doing a lot of messing with this over the past few weeks. I'm pretty convinced that a lot of this mods issues stem from cam being attached to the head. Using NifScope you can remove this attachment and the cam is way less shakey. The problem is that the cam track then seems to be broken. Meaning the walk animations are great but anything that lowers your characters body is broken (you see a headless body because the cam doesn't lower). This is why I assume the mods creator attached the camera to the eye socket in the first place. I guess if the cam is left attached to the eye socket the 1st person animations will need changing to lower the extent of head/body movements/rotations (giving you a more playable solution). If you remove the cam attachment then to fix the headless body problem you would need to raise the 1st person animations so that the neck line is in a similar position to that of the walk animation. This actually looks a lot better than one may imagine. Out of personal curiosity I've loaded the animations in 3DS Max 2012 and messed with the animations to raise the body. My theory seems sound but when ever I export the animations from Max and load them up in skyrim the characters arms are completely deformed and misshapen if any weapon is equipped, particularly noticeable for the shield which actually rotates 180 degrees if equipped. I'd love to know what would fix this but I'm darned If I can figure it out. Looks like some part of the export process is screwing up the animation which is shame as I think I could fix sneak, 1h walk&run for start if I knew how to correct this problem.
  14. Let me explain this problem a little better. I'm editing the animation 1hm_1stp_run in 3DS Max 2012 using the KF importer V3.7.3. and follow the step found here (http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim) to import my Skeleton.nif and 1hm_1stp_run.kf into 3DS max 2012. I import my Skeleton.nif into Max then the 1hm_1stp_run animation. I then edit the animation (raise the upper body position), when I have it as I like, I export the finished animation and use hkxcmd to convert the .KF into a .hkx again. I load Skyrim with my edited animation in place and everything appears great apart from 2 problems. The left and right hands/arms with items equipped deform. The best example of this is when the player has a shield equipped, the sheild seems to rotate 180 degrees (so the front of the sheild is facing the character) in an un-natural way also causing the arm and hand to twist and distort. If I un-equip the shield the animation looks fine again with the arm and hand in the correct positions. The same is also true for the right hand if I equip a sword etc. Any ideas as to what is causing this bug or how I can approach fixing it? I've looked everywhere and spent many hours tryng to figure this out for myself with no luck :(
  15. Hi all I'm having a rather strange issue with animations (3rd person player) I'm editing in 3DS Max 2012. Basically I adjust the animation to how I want it then export it using the Niftools plugin. In 3DS Max everything looks great, the animation plays fine and the model looks great. However when I use the edited animation in Skyrim the character arms are all messed up, twisted, deformed etc. Does anyone have any tips or info on how I can prevent this?
  16. I dont know if this is the best place to ask but does anyone know much about how Skyrim adjusts the cam height in first person mode when you go into sneak? Where the values are to say make the cam go lower or further out?
  17. Sorry, let me be more precise. I took your release and unzipped it. I then followed the instructions in my previous post, applying the core method to your files. Basically swapping your 1st person run animations with the 1st person walk animations. Like I say its very crude. During my testing I ran around my home in Solitude with no head bob at all, when I look down the character model appears to be doing a 'very fast walk' but the camera is at least smooth. By no means a fix but a sufferable compromise from my point of view until your anticipated next release :) Regarding the horse riding fix. I apply your mod. I then apply the 1st person horse riding mod (version 7). I just tested again after messing in the nexus mod manager. If I remove your mod then re-apply it, horse riding is broken, even with the riding mod in place. If I remove both, then re-apply in the order above, horse riding is fixed and in 1st person view. I am loading from a save with working 1st person horse riding and standard 1st person view (although I cant be certain I have not saved with your mod applied in the past). Did you try the 'entering and exiting a dungeon' fix? I never play in 3rd person. I'm using a 3D HMD with head tracking, hence my interest in your mod - congrats by the way, the alpha rocks! EDIT: I'm also using your skeleton files. Orginal post edited to be more clear.
  18. Well I've stumbled across a temporary fix for the exessive head movement while running. It is crude, but it does the job until the mods creator comes up with a better solution. I can take no credit for this, its the work of a forum member over on the bethsoft forums by the name of exscape. "To be clear, this is a hack, and not a very pretty one at that. It might screw things up, cause instability, etc; however, the worse case scenario should be nothing more than having to delete the folder we create among the last steps." 1) Extract latest release of this mod. Go to meshes\actors\character\_1stperson\animations 2) Copy all files that match *walk*.hkx (do a search or something; I used the command line) to some other temporary folder (I just made one on the desktop) 3) Mass-rename the copied files, and replace all occurances of "walk" with "run". For example, the file "1hm_1stp_walk.hkx" would be renamed to "1hm_1stp_run.hkx". Do this for ALL the copied files. Google to find some utility for this (I used a script on my Linux computer, so I don't have any recommendations). 4) And, finally, replace the files in the extracted mod folder with all the files from step 3. So, to be clear, you copy the "walk" animations (which have 0 bobbing) and replace the "run" animations with them, so that the same animations are used for running. I hope this helps some of you out until a better fix comes along. @trolleyboss - I use the UNP Female bodies mod, works a treat with this mod.
  19. I wish I could get used to it, its just to jumpy atm. I look forward to the day this mod works well, its great even as an alpha release. Just walking around, soaking up the views is great with this mod enabled, it ups the immersion ten fold. One positive though, version 7 of the first person horse mod seems to fix the riding issue using this mod creates. No more looking at hooves!!
  20. Yeah I'm already using it. It's great, I'm yet to use fast travel since installing it! On a side note, that particular mod fixes horse riding for anyone using the 'real 1st person view' mod (still very buggy due to only being an alpha) so you can ride them again and not simply look at their hooves.
  21. I agree, a mod like this, the 1st person horse riding and the real 1st person view mod which allows you to look down at yourself would really up the immersion in this game. I could not believe these features were not included in the game as standard.
  22. Me too, been looking for a mod that will allow you to ride in the back of a carriage for sometime. it would be my preferred method of travel from city to city. Here's hoping!!
  23. Well if you are planing to play VR games you need to buy the tech. As with everything, there are cheaper solutions to choose from, ala FreeTrack as opposed to TrackIR, a 3D TV or monitor instead of a HMD. Really depends on how deep your pockets are and how high your passion for wanting to improve the immersion in the games that you play is.
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