Ridenberg Posted July 27 Share Posted July 27 (edited) 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 July 27 by Ridenberg Link to comment Share on other sites More sharing options...
dylbill Posted July 27 Share Posted July 27 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 Link to comment Share on other sites More sharing options...
Ridenberg Posted July 27 Author Share Posted July 27 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 Link to comment Share on other sites More sharing options...
dylbill Posted July 27 Share Posted July 27 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. Link to comment Share on other sites More sharing options...
PeterMartyr Posted July 28 Share Posted July 28 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. Link to comment Share on other sites More sharing options...
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