pepperman35 Posted April 5 Author Share Posted April 5 I realize this is an older post but with new modding comes new opportunities to experiment. I think setting the barber chair up similar to how the furniture bar/institute toilet works would be an interesting thing to try out. Basically, combine the the barber shop chair with the barber shop pole and set up the controller sequences (unoccupied; enter; occupied; and exit). When an NPC is assigned as barber, the barber pole would light up and animate, and when the NPC left the station the light would go off, and animation stop. Link to comment Share on other sites More sharing options...
South8028 Posted April 5 Share Posted April 5 For some reason, NPCs don't use custom animated furniture with these sequences. I suspect that the reason is the first person launch condition specified in GenericFurniture.hkx. The actor uses such furniture without problems, but NPCs don't know how to use it. Perhaps some keyword needs to be added, but I don't know what. Or, perhaps I'm making some mistake. In this example, the forklift in the Occupied sequence goes invisible (it is turned off by NiVisController). The annotation simultaneously calls an animObject with the animated forklift. I used animObject because the furniture sequences are not synced with havok. I don't know how to sync them without hat. AnimObject is easy to sync.The main problem... If I remove animated furniture completely, and leave only boxes - cargo as static furniture, then the npc can be assigned to this workplace. The forklift will be called as animObject and the npc will be animated synchronously with it. But the npc refuses to use animated furniture. He just comes to and stands next to it. I have not found a way to solve this problem yet. Link to comment Share on other sites More sharing options...
pepperman35 Posted April 5 Author Share Posted April 5 (edited) Pretty sure NPCs will use the InstituteToilet01 which has the controller sequences: Unoccupied, Enter, Occupied, and Exit; and the Behavior Graph File GenericFurniture.hkx. It has the standard keywords one one expect; however, I did notice that it has the play animation when full box checked. WorkshopVendorCounterClinic03 does not have that box checked; however, it doesn't use the GenericFurniture.hkx but uses GenericFurnitureTwoState.hkx instead. Edited April 5 by pepperman35 1 Link to comment Share on other sites More sharing options...
South8028 Posted Sunday at 03:33 AM Share Posted Sunday at 03:33 AM (edited) 10 hours ago, pepperman35 said: Pretty sure NPCs will use the InstituteToilet01 which has the controller sequences: Unoccupied, Enter, Occupied, and Exit; and the Behavior Graph File GenericFurniture.hkx. It has the standard keywords one one expect; however, I did notice that it has the play animation when full box checked. WorkshopVendorCounterClinic03 does not have that box checked; however, it doesn't use the GenericFurniture.hkx but uses GenericFurnitureTwoState.hkx instead. Yes, the Play Anim When Full flag worked. The forklift worked with the npc. But for some reason it doesn't work with the overhead crane. In both cases, the same parameters in ck. But the difference is that the overhead crane has very short Entry, Exit animations and a very long gamebryo animation of 15k frames.In general, I'll try to remake the havok animation. I'll make a remote control with a wire. Edited Sunday at 03:39 AM by South8028 Link to comment Share on other sites More sharing options...
pepperman35 Posted Sunday at 12:17 PM Author Share Posted Sunday at 12:17 PM Inspired by How the InstituteToilet01.nif and WorkshopVendorCounterClinic02.nif work, I thought I’d try and make a custom vendor station for my prison mod. Design goal: When the NPC vendor enters and exits the vendor station, a window will open and close accordingly. 2 Link to comment Share on other sites More sharing options...
RolazLaguna Posted Sunday at 01:48 PM Share Posted Sunday at 01:48 PM Extremely nice indeed. Congratulations. I hope I will one day how to manipulate animations as you do. Not to be picky, just an idea: do you think it would be possible to force the vendor on arrival and leaving to push a button mimicking that this action triggers the window? (even better would be that the button is the actual enabler of the window, but this might be too much) This could be applied (if possible) also to the barbershop... Link to comment Share on other sites More sharing options...
pepperman35 Posted Sunday at 03:01 PM Author Share Posted Sunday at 03:01 PM 1 hour ago, RolazLaguna said: Extremely nice indeed. Congratulations. I hope I will one day how to manipulate animations as you do. Not to be picky, just an idea: do you think it would be possible to force the vendor on arrival and leaving to push a button mimicking that this action triggers the window? (even better would be that the button is the actual enabler of the window, but this might be too much) This could be applied (if possible) also to the barbershop... I think with some scripting you could achieve this functionality. For example, you could create a button activator, a custom NPC vendor, and a quest to voice the NPC. You could use the button activator to summon the custom NPC vendor. The Creation Kit and Papyrus could make most if not all of this possible. Link to comment Share on other sites More sharing options...
South8028 Posted 22 hours ago Share Posted 22 hours ago On 4/5/2025 at 8:28 PM, pepperman35 said: Pretty sure NPCs will use the InstituteToilet01 which has the controller sequences: Unoccupied, Enter, Occupied, and Exit; and the Behavior Graph File GenericFurniture.hkx. It has the standard keywords one one expect; however, I did notice that it has the play animation when full box checked. WorkshopVendorCounterClinic03 does not have that box checked; however, it doesn't use the GenericFurniture.hkx but uses GenericFurnitureTwoState.hkx instead. I was able to assign an NPC to the overhead crane. It turned out the reason was idiotic. If I build furniture in the game and then update the parameters in ck, these parameters will remain the same. They are somehow written to the save and are tied to the object before the changes in ck. Therefore, after each change in ck, the furniture must be built again. Link to comment Share on other sites More sharing options...
pepperman35 Posted 21 hours ago Author Share Posted 21 hours ago 1 hour ago, South8028 said: I was able to assign an NPC to the overhead crane. It turned out the reason was idiotic. If I build furniture in the game and then update the parameters in ck, these parameters will remain the same. They are somehow written to the save and are tied to the object before the changes in ck. Therefore, after each change in ck, the furniture must be built again. Glad you got it sorted out. Link to comment Share on other sites More sharing options...
South8028 Posted 14 hours ago Share Posted 14 hours ago On 4/6/2025 at 4:48 PM, RolazLaguna said: Extremely nice indeed. Congratulations. I hope I will one day how to manipulate animations as you do. Not to be picky, just an idea: do you think it would be possible to force the vendor on arrival and leaving to push a button mimicking that this action triggers the window? (even better would be that the button is the actual enabler of the window, but this might be too much) This could be applied (if possible) also to the barbershop... Very easy, but you need havok animations, respectively hct2014. You animate the actor and model with gamebryo sequences at the same time. You need to put in the gamebryo animation, in the Enter and Exit sequence the number of frames equal to the number of frames in the Entry and Exit animations of Havok. You can not just press a button, but make any animation, the complexity of the animation depends only on your patience.You can make any animated furniture for settlers, not just shops. Link to comment Share on other sites More sharing options...
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