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Sheogorath Idle Animations


Redopmicore

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Can someone create a mod that lets you use the sitting . walking, and idle animation of Sheogorath?

I dont know anything about what would be needed for that but i found "probably related" stuff in the games files.

 

short SE11EffectPlay ;Play effects
short SE11SheogorathVanish ;0= present, 1=vanished. Set in SE11 topics
short SE11SheogorathFarewell
short SE11SheogorathTransform
short SE11SheogorathPower ;0=inactive, 1=active
short SE11VanishLineSaid ;0= line not said, 1= line said
short SE07SheoMove ;A flag that is set to initiate Sheogorath leaving Sacellum
short NoTouch ;A flag for activation blocking during fade
short StartClapping ; flag to make sure pickidle is only called once
float SheogorathScale
float SheogorathAlpha
float EffectAlpha
float Timer ;Timer for vanishing effects and dialogue lines
float EffectTimer
float GrowthTime
float Alpha ;Float value used for Sheogorath's fade
short DoOnce ;Control variable
short HitOnce ;control variable for player hitting Sheo
float timer2 ;timer for Sheo post-hit stuff
short actOnce
Begin OnLoad
If GetStage SE06 == 190
SESheogorathRef.saa 0
EndIf
PickIdle
Begin OnActivate
;if ( SE11SheogorathVanish == 0 )
if ( player.issneaking == 1 )
;Cast SESheogorathHitSpell Player
; set HitOnce to 1
; activate
else
activate
endif
;elseif ( SE11SheogorathVanish == 1 )
;endif
Set GrowthTime to .1
if ( NoTouch == 1 )
Return
endif
End
Begin GameMode
if ( HitOnce == -1 )
if ( GetSitting == 0 )
Set HitOnce to 1
Player.SCAOnActor
SESheogorathREF.SCAOnActor
endif
endif
;Play effects in GameMode Block
if ( HitOnce == 1 ) && ( GetSitting == 0 )
if ( actOnce == 0 )
DisablePlayerControls
StopCombat Player
Cast SESheogorathHitSpell Player
set actOnce to 1
endif
set timer2 to ( timer2 + GetSecondsPassed )
if ( timer2 >= 1.5 ) && ( timer2 <= 2 )
StopCombat Player
elseif ( timer2 >= 3 )
SayTo Player SESheogorathHitTalk
endif
endif
If GetStage SE02 == 190 && StartClapping == 0
If GetDistance Player < 1024
PickIdle
Set StartClapping to 1 ; Sheogorath claps when player first sees him
EndIf
EndIf
If GetStage SE03 == 5
Set StartClapping to 0 ; reset variable so that SE07 can use it.
EndIf
If GetStage SE07 == 5 && StartClapping == 0
If GetSitting == 3
PickIdle
Set StartClapping to 1
EndIf
EndIf
;plays effects in SE11
if ( SE11SheogorathVanish == 1 )
if ( DoOnce == 0 )
setghost 1
Look SEHaskillREF
SESheogorathRef.PickIdle
set DoOnce to 1
endif
if ( SE11SheogorathFarewell == 0 )
if ( Timer > 0 )
Set Timer to ( Timer - GetSecondsPassed )
endif
if ( Timer <= 0 ) && ( SE11VanishLineSaid == 0 )
set Timer to Sayto SESheogorathREF, SE11SheogorathFarewell1
Sayto SESheogorathREF, SE11SheogorathFarewell1
set SE11VanishLineSaid to 1
elseif ( Timer <= 0 ) && ( SE11VanishLineSaid == 1 )
Sayto SESheogorathREF, SE11SheogorathFarewell2
set Timer to Sayto SESheogorathREF, SE11SheogorathFarewell2
pms SEOrderShader
set SE11VanishLineSaid to 2
elseif ( Timer <= 0 ) && ( SE11VanishLineSaid == 2 )
Sayto SESheogorathREF, SE11SheogorathFarewell3
set Timer to Sayto SESheogorathREF, SE11SheogorathFarewell3
set SE11VanishLineSaid to -1
set SE11SheogorathFarewell to -1
endif
endif
If IsIdlePlaying == 0 && ( GetSitting == 0 ) ; Make sure Sheogorath doesn't play the idle where his cane is stuck behind him
If GetIsCurrentPackage SE07RemainAtSacellum == 1 || GetIsCurrentPackage SE07AStayAtSacellum == 1 || GetIsCurrentPackage SE07BStayAtSacellum == 1
PickIdle
EndIf
If GetIsCurrentPackage SESheogorathWander1 == 1 || GetIsCurrentPackage SESheogorathWander2 == 1 || SESheogorathWander3 == 1
PickIdle
EndIf
EndIf
endif
If IsIdlePlaying == 0 && ( GetSitting == 0 ) ; Make sure Sheogorath doesn't play the idle where his cane is stuck behind him
If GetIsCurrentPackage SE07RemainAtSacellum == 1 || GetIsCurrentPackage SE07AStayAtSacellum == 1 || GetIsCurrentPackage SE07BStayAtSacellum == 1
PickIdle
EndIf
If GetIsCurrentPackage SESheogorathWander1 == 1 || GetIsCurrentPackage SESheogorathWander2 == 1 || SESheogorathWander3 == 1
PickIdle
EndIf
EndIf
SESheogorathRef.PickIdle
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The scripts only tells the conditions of when to use specific idle animations, nothing else. What makes his idles unique is also the use of his stick so using them on any other being without a stick would look very odd but I have to agree, his animations are extremely cool.

 

It is possible to use any animation at the player really as there is a couple of mods out there with special and new animations that could be used on both targets and the player himself but most modders, like myself, are also occupied in their own projects so finding an Idle modder that will be able to make something like this might be a bit hard really. ;)

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