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How do i make a NPC smith animations from Cyrodiil Rebuild


ElderScrollsFan001

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I'm working to improve the A.I. of my mod Griffin's Talons Armory and I want him to be working on the out door forge during the weekend using smith animation from Cyrodiil Rebuild. I can make him go out there and stand where he supose to but can't get him to start smithing. I tried my best to copy the AI of the some of the smiths in Cyrodiil Rebuild that use the animation, but it dosn't seem to work.

 

What do i need to do?

Edited by ElderScrollsFan001
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Not sure how the animation is set up in Cyrodiil Rebuild. But generally when setting up the AI you want to make sure the Package Type is "Use Item At" and under the "target" tab you have checked whatever object the animation is supposed to use. Example: The Shivering Isles sweeping animation uses BroomLower01. So in the "target" tab you would check the circle next to "Any object". Then in the box next to "Object ID" find and click on BroomLower01.

 

Also you need to make sure the NPC who will be using the animation has a BroomLower01 in their inventory, it is in category "MiscItem" in the CS.

 

Again I haven't looked at the animations you are playing with but am betting the solution lies somewhere along these lines. Take a closer look in the CS at an NPC who uses the animation to get an exact idea of how to set it up properly. Hope this helps.

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That sound like what I pretty much did as i copyed the AI of as smith from CR but the traget item which was called 01CotrhammerCalliper01 in Cyrodiil Rebuild had the mesh path for just the standard callipers. so i made a custom item Called GiffinhammerCalliper01 using the standard callipers mesh and nothing happens.

 

 

i give it another try by useing the method you layed out step by step and see if that works

Edited by ElderScrollsFan001
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Hmmmm...I'll take a look inside CR as soon as time permits. I'm curious now what the missing link might be.

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