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Zartar

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  1. You can add new animations using FNIS or my soon to be released behavior tool. As for creating the animations themselves, there's a tutorial here for Blender: https://www50.atwiki.jp/skyrim_mod/pages/48.html
  2. IT JUST WERKS! But seriously, your settings eradicate z-fighting. Thanks for sharing!
  3. Holy $#!T! THANK YOU!!! (No source :( but still thanks!)
  4. Start here: https://code.google.com/archive/p/hdt-pe/. You might want to look at (http://www.nexusmods.com/skyrim/mods/57408/?) and try to reverse engineer it to get yourself started. I cannot help you otherwise as I have not looked into this stuff.
  5. I don't have the game and I won't be buying it anytime soon but I am curious if Bethesda used Havok Animation/Behavior for Fallout 4?
  6. OP I agree 100%. I don't know any clothing mods that you might like but maybe this armor mod will be right up your alley.
  7. Thank for giving him the explanation fore :tongue: Messing with animations without understanding the behavior is dangerous as you can force the actor's behavior state and the actor's data to be out of sync. In this case the actor's data says the actor has a weapon equipped but it's behavior state is idle. But I made a mistake above. I think I know a way to fix your actor's behavior state again. Try this: Scriptname QuickIdleTest extends ReferenceAlias Actor Property Plr auto Event OnInit() RegisterForSingleUpdate(2.0) EndEvent Event OnUpdate() Plr = game.getplayer() Weapon ADagger = game.getformfromfile(0x0001397E, "Skyrim.esm") as Weapon Idle GetAttention = game.getformfromfile(0x0006FF15, "Skyrim.esm") as Idle Idle IdleStop = game.getformfromfile(0x0010D9EE, "Skyrim.esm") as Idle Utility.Wait(5.0) Plr.additem(ADagger) Plr.equipitem(ADagger) utility.wait(0.1) Plr.drawweapon() Utility.Wait(2.0) Plr.playidle(GetAttention) utility.wait(5.0) Plr.playidle(IdleStop) utility.wait(3.0) Plr.setanimationvariableint("currentDefaultState", 1) RegisterForAnimationEvent("StartAnimatedCameraDelta") debug.sendanimationevent(Plr, "StaggerPlayer") EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) if asEventName == "StartAnimatedCameraDelta" debug.sendanimationevent(Plr, "StaggerStop") endIf EndEvent This is not a good way to do things even if it works.
  8. Try setting the animation variable "currentDefaultState" to 1 and then sending the animation event "JumpLandEnd" to the reference. The truth about what is happening here is complicated so I'm not going to explain in detail. Your actor is now in an unexpected state. What is strange is that I thought that using playIdle() would fail in such cases. It should fail.
  9. Except my vision is a mod that 100% of people who own vanilla skyrim can use, without anything but vanilla skyrim :smile: Logic Owned You missed the 'if' in my closing statement. And that post was addressing all modders, including the ones that are skilled enough to utilize SKSE in creative ways, not just you :wink:
  10. Errr, SKSE is needed for the essential engines patches like the memory blocks patch (don't mention SSME it's not anymore difficult to just use SKSE instead) and ugrids patches. As well as SkyUI and other great mods. I'll never understand why anyone, who is not a complete modding n00b, would refuse to use it. My advice to all mod authors would be to NEVER compromise with users who won't use SKSE. Your goal should be to make your mod as close to your vision as possible. That is the true joy of modding. And if that requires SKSE, use it.
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