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dreamCloud

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  1. I'm just disappointed I spent so many hours making a series of blocking and riposte animations just to have them never fire because of some arbitrary condition I am missing somewhere. It also makes the encounters with the creatures fairly boring as all they do is attack.
  2. https://cs.uesp.net/w/index.php?title=Cell_Reset Look at the differences between ECR and ICR resets which affects levelled lists. Also look into the PCB and ResetInterior commands to see if they might help.
  3. Yep! They look and play absolutely fine in the Construction Set.
  4. So I've made all the animations this creature would need to fight hand to hand. All of them fire except for the block animations. I've got the handtohandblockidle.kf, handtohandblockhit.kf, and handtohandblockattack.kf all ready to go. I double checked that they had the bone priorities similar to how vanilla humanoid NPC's have them for those animations. I also noticed they have a "Blend: 0" in the blockhit and blockattack and "Attack" text key in blockattack. I made sure to add those in the appropriate frames. I then tested those animations in the ck. It has them in the list, it has the proper animgroup listed for each one. I then went to the custom CombatStyle I made for the creature and made %chance to block at 100 and attack 0%... and it still only ever attacks and never blocks. Not sure why it is doing this?
  5. Yeah I was afraid of that. Guess I'll just have to go back and do that for those models. I'll add that to a polishing pass later on.
  6. Please let me know what you're trying to fix and if anything worked! That's how I set up my skeleton too. It's biped with a bunch of "branches" bones since it's a tree creature. But yeah I set up the idle manager to check if the creature is in a sleep package. It is then supposed to check if it is entering a bedroll and play the enter animation. This never happens for some reason even using vanilla bedrolls. And I double checked it is set up exactly like the sleep idle manager setups for the humanoid biped NPC's. At this point I'm frustrated enough to try anything else that might give a similar function, but if you do have an inkling as to how to fix it I am all ears (eyes?)!
  7. Nice they did fix the attach kf in that fork! I can still see the same issue I was seeing in the OP with this fork though. How frustrating. I definitely remember a time where editing those material properties changed how the models looked in-game. Looks like I'll have to go back to Vertex Shading if I want to see that result... which is incredibly frustrating as that's a very long process.
  8. So what my main reason for wanting to make new ones was because I have a custom creature I've been animating and I wanted to use the enter/idle/exit animations to do a "sleeping" animation for it where it enters a sleep if the player manages to de-aggro it and exits the sleep if they get detected by giving it a 24x7 sleep package in the AI and choosing furniture around a marker. So basically player enters area, sees a bunch of NPCs "sleeping" and can sneak around but if they get detected they all "wake up" and attack but if they use chameleon/invisibility/sneak/illusion magic they can de-aggro them and they'll go back to "sleep" but also I still wanted to have them have their standing idle. I made the animations and they play (at least by console command) but using the idle manager I can't get the NPC to actually use them as sleep animation replacers for the bedcrawl animation markers (furniture marker 4). I'm not sure if it's because the creature has to be the exact same biped armature as the human NPCs or what (the skeleton I made is very different so that's a no go there) but what happens is the NPC just walks up to any furniture that has the bedcrawl marker (vanilla bedrolls as a test) and then just stands there and does its normal standing idle instead of playing any of the new sleep animations. I was able to use the nifskope method to get some custom furniture for an NPC's home working ok at least but I really want to figure out a way to get my creature's enter/idle/exit anims to play and the sleep system in the idle manager was the best I could think of at the time. I might try a sitting marker or something, but again if it's because of the use of a non-biped skeleton then not sure what I could do. Giving them an animobject or just forcing an idle only plays the idle animation once or looped (however you set it up in nifskope) and Oblivion's animation graph doesn't support animations with loops inside of them like later games do. I could script them to play the enter before playing the idle and then forcing the exit animation to play but I'm REALLY trying to not lean too heavily on scripts. I've already got a few that drag down performance and trying to optimize them. There's the option of just having their main idle be the sleep, which does work as seen in the undead that spring up at you mods, but I can't enforce any advanced behavior like I can with a sleep schedule. Just not sure what direction to go in now.
  9. Tried the new nifskope versions. Something interesting to note: the latest doesn't process attachkf spell for Oblivion animation files. Thought that was a weird bug. Anyways, for the dev9 I noticed that it shows the material coloring just fine in the file. Really not sure what's going on tbh.
  10. I figured it out, but it's not fixable. What happened was I was using another armature imported as a guide for animation timings. Then I was using Constraints which apparently don't like to be exported. Even though I deleted that second armature and even tried deleting the constraints (all they did was hold the foot bones down so figured I could see if they'd float) prior to export, for some reason its bip01, bip01 nonaccum, and a few other bone rotations data got baked into the save and the feet still try to reach their Constraints which also somehow got twisted. That's why the bones spin around twisting the model with it. I tried fixing it several ways noted above and I even went into the .kf file and hand-edited all the quaternions to remove the extra rotations but that didn't work either. So I found another save I had made with the same armature (with an animation that had already exported correctly) and made sure all of its bones were in the proper position, keyframes cleared, and now I'm hand-copying all the keyframes' rotation data over from the other file one by one; after I baked its constraints (thankfully found someone who had made an old python script that could do that for me). What a pain in the butt! But at 1/4 done I did an export and it is animating properly in-game so now I just have to finish it.
  11. Ok so I found out that for some reason the quaternion key values were being rotated 180 degrees as well in bip01. I went back and deleted all rotation/quaternion values from the animation's bip01 and re-exported. It still exports as -180 degrees for some reason but I fix the rotation in the .kf and the animation walks forwards instead of backwards now... but the rest of the model is still all distorted around. I then realized I made a rookie mistake by doing loc/rot/scale keys and keys on all sorts of bones that didn't need them. So I removed all extraneous keys and then removed all location and scale data from all keys (except the loc data from bip01 which is needed to move forward and the loc data from bip01pelvis which is needed to put weight on the legs and make up/down motion as the creature walks). Still shows up as completely distorted :/. Not sure what else to do at this point.
  12. So I bought some creature models online and am using them for an Oblivion mod I am making. I'm ok at animating so figured if I followed the guide saved on the backup of the wiki I could whip up some custom skeletons and make some animations for them lickity split. WRONG! The first animation I made was just a regular idle. It looks ok. With just it the animation plays but flips the character model 90 degrees from where it is placed in the editor. No big deal I guess as it still properly faces the player and it shows no 90 degree rotation on the bip01 bone in the .kf file. I then made a walk loop animation for the Forward motion. This animation was made using empties as bone constraints to get the feet to stick to the 'floor' in Blender during the contact frames as old Blender 2.49b doesn't have the proper animation tools to do that (that I've found anyways). I used the exact same skeleton model and even the idle animation that was working before and cleared out the keyframes. But in-game the model's skinning is all over the place and the animation is moving backwards. When I looked at the .kf file it shows a rotation on bip01 of -180. I switched that to 0 but it remains the same issue. I tried flipping the entire armature model around in edit mode which plays the animation in the opposite direction, and even rotated and moved the empties around by hand so they could still act as constraints. Re-keyed the entire animation, exported, and... shows up exactly the same and still has a -180 degree rotation. I'm not sure exactly what I did wrong here and it's driving me insane. Video of the issue located here:
  13. What are you looking for exactly? I'm kind of drowning in my own project but can whip a model up or two for you if I find some time.
  14. It does. I was able to make some furniture markers using that NifSkope method. Not sure if they'll work until I get everything animated but we'll see I guess. I just wish I had something to create my own new ones rather than hacking together bits from the vanilla meshes.
  15. Btw forgot to mention that either Blender 2.49b or 3DS 8 Max settings are ok. I have access to both, but way less experience with 3DS Max.
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