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Lifeless999

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Everything posted by Lifeless999

  1. I am trying to come up with a cleaver way to reset the npc actor idle animation. I have Actors doing a workout Patrol on a small platform. On quest start Actors will take off from the platform running at full speed to the next cell. The Issue I'm having is: depending on the timing of quest start the npc's will get stuck in idle pose and glide in pose to destination. The Patrol handles this by playing a "reset idle animation" on the next patrol idle which sits right on top of the workout idle. -if quest start is during "reset idle" they will run normally as intended -if it is in the "workout idle" then they will stay gliding in that idle until they change cells. I was thinking a trigger box would work it would be a little dirty and I couldn't figure out how to send the animation via script. Ideal would be for the quest start to end the animation or rather send the "reset idle" to the actor so that they will run normally. Sorry for the long wind but any help would be great ive been at it for a week and its hard to find such niche info! here are a couple of my test scripts i tried. Not sure if it being an Alias matters where I link the scripts? Scriptname StopAnimationTest2 extends ObjectReference import debug import utility Actor Property Remi Auto Idle Property StopAnimationPlease Auto {reference that plays the animations} ;************************************ Event onTriggerEnter(objectReference akActionRef) Debug.SendAnimationEvent(Game.GetPlayer(), "IdleStop_Loose") endEvent ;************************************ I also tired this one Scriptname ForceStopIdle extends ReferenceAlias Actor Property Remi Auto Idle Property StopAnimation Auto Event SendAnimationEvent(ObjectReference akActionRef) Debug.SendAnimationEvent(Remi, "IdleStop_Loose") EndEvent
  2. New to modding but the or I would have answered sooner!!! I think the fastest way is just to edit the .dds in PS and color match the RGB. Thats what I am going to try if I cant find a way to link the color. My other guess is you have to make a WATR profile for the ACTI to link to. The WATR profile is how I manipulated my custom water.
  3. Yea it should always work if you do it correctly. Its about placement. The creation kit needs to know where to send that file so by clicking on actors it lets creationkit know where its going to send the facegen data. I think of it like an activator. You activate the export section of CK by clicking on actors. This is a theory
  4. This is now obsolete and doesn't work with the Steam Version of creation kit
  5. ok lets talk some s#*! send some links and delete some posts! yay now you can rest child
  6. thats one way to do it.......................................................................................
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