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How to make a condition for when a character is dual wield power attacking?


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Title. There is a condition isPowerAttacking which is a boolean, there is isAttackType which allows you to choose from a shield bash, side power attacks, standing power attacks, etc. But I didn't find any condition that would allow me to specifically read when a character is DUAL power attacking.

Trying to make a workaround through reading a LMB + RMB mouse input also won't work, because I want my mod to be compatible with One Click Power Attack and other such ones, which change the input for power attacks.

Maybe there's some mod framework that can do it?

Edited by Ridenberg
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You might have to use a script. GetAnimationVariableBool with these two variables: 

"iState_NPCPowerAttacking"
"iState_NPCAttacking2H"

I don't see a CK condition for GetAnimationVariableBool

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3 hours ago, dylbill said:

You might have to use a script. GetAnimationVariableBool with these two variables: 

"iState_NPCPowerAttacking"
"iState_NPCAttacking2H"

I don't see a CK condition for GetAnimationVariableBool

I see, kinda sucks. Reddit also suggested Dynamic Animation Casting, but for some reason there is just one function that is bugged in that mod, and, as luck would have it, it's the power attack event.

Thanks for the help though, I really appreciate big mod authors going out of their way like that to help us noobs on the forums xd

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No problem. If you’re using skse, my mod Dylbills Papyrus Functions has an IsActorPowerAttacking function. I haven’t tested the iState_NPCAttacking2H animation variable though.

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halfway there, now you need to turn that code into a custom Creation Kit Condition

that when a script auto property has the Conditional keyword

https://ck.uesp.net/wiki/GetVMQuestVariable

and

https://ck.uesp.net/wiki/GetVMScriptVariable

yes you can have custom Conditions in the Creation Kit, if you cannot find what you're looking for.. you just have to script it first

Edit: Custom CK conditions is vanilla, but if your code uses Extenders, then OFC they are required as masters, plus some advice you need to use the keyword in the script name, and an object with multiple scripts can only have one script that uses the conditional  keyword

Scriptname nameQ extends Quest  Conditional

; give it a default in your case false
Bool Property nameP = True Auto  Conditional

the trick with these, is calling the code that set the value, I use frags, the first block, not the second, or the middle, so the package, dialogue, can then use the Condition. 

 

 

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