reaper9111 Posted March 23, 2009 Share Posted March 23, 2009 ok, here is my problem, i want to create a npc that is hammering and i would apreciate if someone can attach the hammering animation to any pickable object AS WELL AS MAKING SURE THE HAMMER IS SHOWING, i have try so mny thing now to make that work...i'm deseperate ! by doing this it would make it much easier for me tto accomplish the mod im working on... Ok this is about it ! PS : if there is any other way around that, then help would be greatly appreciated !thanks ! edit : i'm not even 100 % sure this is the way to accomplish what i want to do...all i want is my smith to have a AI pack "use item at" and then when selecting the "item" in the target section, then he will just hammering (whit a hammer in his hand) ! this is what i am trying to accomplish ! Link to comment Share on other sites More sharing options...
simonp92 Posted March 23, 2009 Share Posted March 23, 2009 that can only be done with OBSE.. do you know how hard it is to animate? - i am sure you have no idea.. Link to comment Share on other sites More sharing options...
reaper9111 Posted March 23, 2009 Author Share Posted March 23, 2009 that can only be done with OBSE.. do you know how hard it is to animate? - i am sure you have no idea.. the animation already exist ! the 2 smith in SI are using it ! so the point is not to create a new anim., but to apply it on a pickable object ! and yes i have a lil idea how hard it can be... Link to comment Share on other sites More sharing options...
AzirAphale001 Posted March 23, 2009 Share Posted March 23, 2009 Why don't you look at the AI package that the smiths use in SI? Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 23, 2009 Share Posted March 23, 2009 Why don't you look at the AI package that the smiths use in SI?I believe he did, and discovered that it is designed only for those 2 NPCs. Basically, what he needs to do is create a new idle listing which can be called from any non-player npc that has a repair hammer as the target for a useitemat package. The animation settings themselves "should" cover the rest. The NPCs may need both hammer and tongs in their inventory. Since I don't have SI installed, I can't really help beyond that. Link to comment Share on other sites More sharing options...
reaper9111 Posted March 24, 2009 Author Share Posted March 24, 2009 Why don't you look at the AI package that the smiths use in SI?I believe he did, and discovered that it is designed only for those 2 NPCs. Basically, what he needs to do is create a new idle listing which can be called from any non-player npc that has a repair hammer as the target for a useitemat package. The animation settings themselves "should" cover the rest. The NPCs may need both hammer and tongs in their inventory. Since I don't have SI installed, I can't really help beyond that. Vagrant0, i'm willing to do/try anything to get hat thing working, the thing is that i dont really understand what you mean by "create a new idle listing" what is this/or that ? and how can i do that ?doe this means to add the "idle anim smithing" as a new child on the character anim list ?...i guess not...iv try that ! -you need to know that i already try using the script (force anim), -i already try to do it the "normal way" using AI type pack "use item at" whit hammer and tong in inventory, so any further help, guidence or even sugestion on how to do what you sugested would be extremly apreciated ! even if you dont have SI running, i can maybe act like your eyes and hand in my CS...eniways, you get the idea ! later man ! Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 24, 2009 Share Posted March 24, 2009 Vagrant0, i'm willing to do/try anything to get hat thing working, the thing is that i dont really understand what you mean by "create a new idle listing" what is this/or that ? and how can i do that ?doe this means to add the "idle anim smithing" as a new child on the character anim list ?...i guess not...iv try that !Yes, that... more or less. You'll probably need to make the new idle a child of the same main group that the other item idles are connected to. -you need to know that i already try using the script (force anim),And this is why you have no item held in their hands. -i already try to do it the "normal way" using AI type pack "use item at" whit hammer and tong in inventory,But you were missing an idle animation which went with that use item. Look at something like the painting idle as an example. Link to comment Share on other sites More sharing options...
reaper9111 Posted March 24, 2009 Author Share Posted March 24, 2009 Vagrant0, i'm willing to do/try anything to get hat thing working, the thing is that i dont really understand what you mean by "create a new idle listing" what is this/or that ? and how can i do that ?doe this means to add the "idle anim smithing" as a new child on the character anim list ?...i guess not...iv try that !Yes, that... more or less. You'll probably need to make the new idle a child of the same main group that the other item idles are connected to. -you need to know that i already try using the script (force anim),And this is why you have no item held in their hands. -i already try to do it the "normal way" using AI type pack "use item at" whit hammer and tong in inventory,But you were missing an idle animation which went with that use item. Look at something like the painting idle as an example. Yes, Yes and Yes... all you are saying is exactly the result of what i have tryed...so pls since that you seem to know a lil more about the problem then you let show...can you explain more in detail how can i menage to get that thing working...if you prefert go on msn or yahoo for shorter answering time between our conversation...add me [email protected], and dont worry your name will definitly be in my Credit ! thank you very much for answering in a contructive way in my post !EDIT : Ok , i'm gonna try what you said (creating the idle in the goup of "Anim object"... i let you know what happen, even if i think its gonna be complicated becuse the smith seem to have 2 tem in his hand, a hammer and a shortsword, i think...eniways, ill be back here...or on msn...up to you !EDIT 2 : its not working ! it does the same thing, no hammer showing !damm it ! help pls ! iv set up the condition to look like this : target no/get is item use/repairhammer/==/1.00/And and *ban* poo...its not working ! Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 24, 2009 Share Posted March 24, 2009 Issue was solved through Messenger, but for the purposes of knowledge base and so that it can be searchable; Essentially, for idle animations which have a linked item, you need 2 things, the idle defined in gameplay > idle animations, and the prop item defined in the object palette Miscellaneous > animobject. The idle animation needs to be the child of a one of the more generic listings (like AnimObjectAnims, or UniqueIdleAnims, or SittingAndSleeping>Sitting depending on what the animation is for), the conditions for the parent must exist for the child to be possible. The conditions of the child should further define the situation, and point to a getuseditem if you are wanting to link the animation to an item usage (token). The animation group is determined by what animation you are using, for most cases "special idle" should work fine. You can use the painting idle as a reference for how conditions might need to be setup. The prop needs to be defined under Miscellaneous > animobject in the object window. The mesh which must be linked cannot be just any mesh, it must be specifically designed as an animobject. The easiest way to manage this would be to use the mesh replacement method using an existing animobject nif. The information in these .nifs dictate where the object will be held. The first scroll box is to select what kind of actor can use that object, the second scroll box is to select which animation will try to use that object. If you use an existing form as a base (changing the name before saving) all you will need to do is link to the model and in the second box point it to the idle you had defined. Now, just make some packaging to tell the NPC to use whatever item you are using as the getisuseditem within a useitematpackage. Virtually any item can be linked to any animation, but only those which are configured as animobjects properly will be held durring that animation. That should clear things up a bit hopefully. Link to comment Share on other sites More sharing options...
reaper9111 Posted March 24, 2009 Author Share Posted March 24, 2009 Vagrant is a genius... he just dont show all of is knowledge at first... you need to cook him a lil before you get something out of him... he he ! Vagrant, THANK YOU ! Link to comment Share on other sites More sharing options...
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