varsaigen Posted January 17, 2014 Share Posted January 17, 2014 (edited) I'm working on an extensive mod (Let's call it a Campaign Mod), and one of the custom animations I have planned is where a designated NPC can carry another NPC. Both would be able to act independently of each other through normal situations, with only one relying on the other during the carry animation. The player, for example, would be able to pick up an injured person and carry them to safety, or even pick up a cat and put it down out of harm's way. I've seen it done with objects in game, such as firewood, so I know that is possible, but what if the firewood were replaced by an NPC? How would I go about doing this? Such an animation would open questing to Saving lives, realistic farming (searching for the livestock that escaped, and carrying the lamb back to the barn), and even family-oriented life (IE caring for children). Solution Found 2021 Edit, since the Solution was never posted back in 2014. Here it is. Edited August 26, 2021 by varsaigen Link to comment Share on other sites More sharing options...
varsaigen Posted January 20, 2014 Author Share Posted January 20, 2014 (edited) Sorry to bump this, but is there any animation 'expert' out there who might be able to answer me? Or knows where I should go for my answer? Solution Found Edited January 20, 2014 by varsaigen Link to comment Share on other sites More sharing options...
fore Posted January 20, 2014 Share Posted January 20, 2014 You can't do it like firewood. Firewood is an AnimObject, but you can't make a character an AnimObject. And animations like carry firewood only work for NPCs (not the player) and only under certain restrictions. What you should do is make the carried NPC play some pose, and then attach him with setvehicle() to an object. That's how player and NPCs drive on the cart in the intro sequence. And I'm using it in FNIS Zoo to move the dragon into the air. And then this object has to follow the player/other NPC somehow. Link to comment Share on other sites More sharing options...
Cyclosteg Posted September 28, 2015 Share Posted September 28, 2015 Has the idea been abandoned? Link to comment Share on other sites More sharing options...
darkconsole Posted November 6, 2015 Share Posted November 6, 2015 would have been nice to know what the solution was. Link to comment Share on other sites More sharing options...
SirDanest Posted January 25, 2018 Share Posted January 25, 2018 I just found this, I know it's old, but I'd be curious to hear how it went. You found a way to carry npcs like an object? Link to comment Share on other sites More sharing options...
Harll73 Posted September 29, 2020 Share Posted September 29, 2020 Well...? ... What WAS the solution?!?!? Rigmor of Bruma is the closest ive been able to get to being able to carry your follower. And you can only carry her twice. At the beginning of the mod. Link to comment Share on other sites More sharing options...
varsaigen Posted August 26, 2021 Author Share Posted August 26, 2021 Replying to this old thread. I find it strange the solution wasn't posted, and it would be unlike me not to post it. Thank you GroovyMinja for PMing me about the thread, and sorry for the horrible delay. In short, the solution would be to use joint-skeletons/animations. You would combine two skeletons into a single file and animate them, and then assign them as two separate entities. I am going off the top of my head here, but I believe the animations were then split off into their separate skeletons so that they only had their assigned role in the animation. It has been a long time and I never got around to attempting it. After a bit of digging, I found a rendition of the tutorial I originally found: https://www.nexusmods.com/skyrim/mods/49311/ Link to comment Share on other sites More sharing options...
Recommended Posts