Yennefer33 Posted January 7, 2023 Share Posted January 7, 2023 Hello everyone and Happy New Year 2023! I am creating my mod on the skyrim creation kit, and I created 3 npc which are called "George-Kosovare-Barbara". I'm working on my scene which is driving me a little crazy because I can't do it. Near the mead of hydrhonning, in Whitherun, after the bridge, I placed a trigger and a block. Kosovare is in Whitherun and at some point she follows the player. As soon as she enters the trigger, a scene starts, it's my scene that I created. In this scene, Kosovare is the prisoner and she stands in front of the block and George has to get behind Kosovare, to place his head on the block, and finally Barbara has to cut off Kosovare's head. I've seen all the steps of the "SolitudeOpening" quest, and I tried to put the same things in my quest, unfortunately it doesn't want to work because Kosovare stays up, despite walking towards the chopping block , Barbara doesn't do anything and she doesn't take the big ax from the block, and George doesn't go behind Kosovare to push it. So can I get some help please? Even if it means making a training mod, can you explain to me how to activate a chopping block execution please? Thank you beforehand. Cordially. Link to comment Share on other sites More sharing options...
Sphered Posted January 7, 2023 Share Posted January 7, 2023 Dependent-something animation whatever its called Those are quirky as hell. Distance matters. Keywords matter. Timing matters You might require three people. The scene as I recall, needs someone being chopped, someone doing the chopping, and a guard who either observes, or pushes them down onto the block. Been a while so going off memory, but to pull that off would be a trial and error deal. Try to commence it, with as little object interference between the actors and their standing spot as you can. Other actors will interrupt them, and again its just a really sensitive scene to pull off Link to comment Share on other sites More sharing options...
Yennefer33 Posted January 7, 2023 Author Share Posted January 7, 2023 Dependent-something animation whatever its called Those are quirky as hell. Distance matters. Keywords matter. Timing matters You might require three people. The scene as I recall, needs someone being chopped, someone doing the chopping, and a guard who either observes, or pushes them down onto the block. Been a while so going off memory, but to pull that off would be a trial and error deal. Try to commence it, with as little object interference between the actors and their standing spot as you can. Other actors will interrupt them, and again its just a really sensitive scene to pull off So there is Kosovare who is the prisoner and she is the one who has to die on the chopping block, there is George who has to push and put Kosovare's head on the chopping block, and finally Barbara who is there just to cut off the head of Kosovar. I'm having a good time on this scene and despite watching the "SolitudeOpening" quest, I can't. Can someone explain to me from A to Z what to put "in alias, in script, in the scene itself and in the quest stage" please because there I am desperate and I don't know what make. Link to comment Share on other sites More sharing options...
Yennefer33 Posted January 7, 2023 Author Share Posted January 7, 2023 Please, give me advice or tips to put on my mod so that my execution scene is like when we enter Solitude. Link to comment Share on other sites More sharing options...
Sphered Posted January 8, 2023 Share Posted January 8, 2023 I reproduced this scene a long time ago and was annoyed with how finicky it was. Here is the part that matters Condemned.AddDependentAnimatedObjectReference(HeadAxer) Condemned.AddDependentAnimatedObjectReference(Guarding) Debug.SendAnimationEvent(Condemned,"IdleExecutionerChop") Utility.Wait(2.0) Condemned.RemoveDependentAnimatedObjectReference(HeadAxer) Condemned.RemoveDependentAnimatedObjectReference(Guarding)Above is after you have decided who is doing what, and have them assigned properly. The chopping block uses keywords. Those might or might not be negotiable I dont recall, but dependent animations arent done much I can suspect why I nailed this scene pretty good but cant locate it in my archives. As long as you can position them appropriately and they have the right keyword for their role, above should do it Link to comment Share on other sites More sharing options...
Yennefer33 Posted January 8, 2023 Author Share Posted January 8, 2023 So I have to put the script you gave me? And where should I put it please? In the "script" tab, or in my scene? Sorry, I'm a bit lost. :confused: Link to comment Share on other sites More sharing options...
Yennefer33 Posted January 8, 2023 Author Share Posted January 8, 2023 Sphered, can you tell me where to put your script please? Should I put it on the object of the block, or is it in my quest please? Link to comment Share on other sites More sharing options...
Sphered Posted January 8, 2023 Share Posted January 8, 2023 I suspect this will help you out https://www.nexusmods.com/skyrim/mods/77135 Not my mod. It looks like it is right up your ally. Good luck Link to comment Share on other sites More sharing options...
Yennefer33 Posted January 9, 2023 Author Share Posted January 9, 2023 (edited) Hello everyone. Interesting your link. But before resorting to this mod, I would like to try your script above. Just tell me where to put it please? Show me screenshots of your scene that you succeeded in executing please? And tell me where should I put your code: "Condemned.AddDependentAnimatedObjectReference(HeadAxer) Condemned.AddDependentAnimatedObjectReference(Guarding) Debug.SendAnimationEvent(Condemned,"IdleExecutionerChop") Utility.Wait(2.0) Condemned.RemoveDependentAnimatedObjectReference(HeadAxer) Condemned.RemoveDependentAnimatedObjectReference(Guarding)" No because I don't know where to put it? So your link looks good to me, but I'd like to try your code first. Edited January 9, 2023 by Yennefer33 Link to comment Share on other sites More sharing options...
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