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Ikedude

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  1. For my usage it will be in reference to another object, not the player, so hopefully it will return the object I actually want. To check if it is something I want to mess with I'm planning on using GetMass, if it returns zero then I'll leave it alone. It might actually be more useful to get a FormList of all objects within a specific radius, then I could iterate through them... no idea how to get that though, ha.
  2. Is there an easy way to find the closest object of any type? I found these: http://www.creationkit.com/FindClosestReferenceOfAnyTypeInList_-_Game http://www.creationkit.com/FindClosestReferenceOfType_-_Game but I just want the closest object of any type. I guess I could fill in the FormList with a limited set, but I feel like there has to be a better way. Thanks
  3. I don't see each glove (right/left) being craftable separately... That's more of what I'm looking for.
  4. I'm looking for a separate right and left hand models. Looking through the resources in game I found the "ClothesArmBandages" under Items/Armor/Bandages. I'm having trouble figuring out how to separate out the two hand's and reset the origin to inside each hand. Also, adding in a "cap" for each hand so you can't see inside it. If someone could help me out (I'm sure for someone who knows what they're doing this would be easy >_<), I'd greatly appreciate it.
  5. I've been looking into doing 1:1 tracking of the hands via Wiimote or Move. The libraries out there for the Wiimotes are kind of outdated and few, if any, make use of the motion plus addon (necessary for this application). This framework for the Move seems to be a little more full featured in that it tracks rotational and positional data and updates it for you using the data from the Eye and the wand. Move Framework Is there a framework like that for gathering data from the Razer? Or would you just be using DirectInput? Getting that data into Skyrim is a whole different matter though... I've been trying to figure out how you could inject that data but I haven't gotten very far. Looking at the Smart Souls source: Smart Souls It looks like he is overwriting functions that get called when a soul is captured. I don't know if this would work for this application... (BTW, if anyone knows how to find out where these functions are stored in memory, I would love to know) The way I'm assuming animation works is all of the animations are loaded into memory (idle, running, attack, etc.). For each frame the appropriate animation is updated or a new one is started. When the animation is updated it pulls the next frame from memory, this would be where you could hook in and load your data instead. The problem I see is that the player isn't the only actor that calls this UpdateAnimation (or whatever its called) function. If there is a way to find out what actor is calling this function it might be possible to only affect the player character. Does anyone know if the collision detection in game works for non-canned animations? Say if you changed the animation to look completely different, would it still have the same hitbox or does it actually depend on the location of the sword/axe/whatever? If it is just detecting the weapon mesh hitting another mesh and not some pre-defined hit area then that makes it a lot easier. Also, it would be cool if you could scale damage based on how fast you swung. This is pretty ambitious but I agree it could make the game much more interesting. Combat would go from swinging randomly to actually trying to block hits and maybe parrying. Combine that with locational damage (I think Duke Patrick was saying he was going to try and implement that) and combat is completely different. I'll definitely be following this thread.
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