CzarnyAfgan Posted May 2, 2014 Posted May 2, 2014 Hello. I really want to make a mod, that changes hero and NPC reaction for hit, this is called stagger I think? I mean it's an animation, when character loses his balance a bit and leans into one direction. I want to make NPC and hero lose their balance more, so I discovered, that I possible could replace the "1hm_staggerbacksmall", "1hm_staggerbackmedium", "1hm_staggerbacklarge" with "1hm_staggerbacklargest" by renaming them to "1hm_staggerbacklargest" . Is it that simple ? This is just the example, of course I will level the stagger effect amount. I mean: there is a normal attack and the power attack, which is executed when player press the mouse button longer. The normal attack does not cause the NPC to lose his balance at all, so I want to replace some files, so normal attack could cause the balance loss ( stagger ) identical to power attack. This is just a example of what I am talking about. How can I do this ? Is the renaming .hkx files enough ? They are stored in data/meshes/actors/character/animationsTwo more questions: 1. How can I pack loose animation data files into one single .esp file ? Is that possible2. What the 1hm , 2hm , 2hw, h2h names mean ??? I suppose that these are the weapon type names, but which names, can somebody explain ? Regards
fore Posted May 3, 2014 Posted May 3, 2014 I don't think that it is that easy. First of all, if you want to REPLACE an animation, you have to give it the same name. Or how shall the system know which file to use? Next, I don't think that the animations determine how much a character staggers. The different animations are necessary since it looks different if a char staggers a little bit, or a lot. But the actual distance is given by an Animationvariable called "StaggerMagnitude", which is probably determined by the system depending of combat parameters. But animation things are not simple, they are always complicated. Problem is, that the logic of how animations work and interact and so on, is neither part of the animations, nor of the engine itself. It's defined in socalled behavior files, output of a tool HBT. And we have neither access to this tool, nor to Beth's project files which are input for this tools. To answer your other questions: - you don't pack animation files inot esp's. They are in parallel to these (at the appropriate path)- 1hm is one hand (mace I think), 2hm is two hand (mace I think), 2hw 2 hand (waraxe I think), h2h is hand-to-hand (=fist) So bottom line is: when you want to implement these things you want to do (which means hacking those behavior files) then you have a LOOOOONG way to go.
CzarnyAfgan Posted May 3, 2014 Author Posted May 3, 2014 Damn... Thanks for your reply after all :-) . Maybe is there a someone who knows the rule how the behaviour files work ( how they are constructed and could explain it to me ) I am prepared for more work. Regards
fore Posted May 3, 2014 Posted May 3, 2014 I doubt there is anyone who can or will do this. There just a handful of people on Nexus who ever did something constructive with behaviors. I.e. not just replace one filename by another. Most of them are MIA by now. We are talking about the internal, undocumented data of tool. And there is a lot of data. Approx. 4 million lines total in Skyrim when converted to xml. What do you want explained? Or what a hacker THINKS that certain constructs do? This would take forever. And be pretty useless if you are not doing serious work yourself. You have to dig into it yourself.- Look into the first 2 pages of the FNIS Modders's doc- Find and install the last free version of HBT (Havok Behavior Tools) 6.6.0. Do the tutorials, and learn what this tool is able to do. - Get hkxcmd (to convert from hkx into xml)- Get CondenseBehavior (to make this a condensed pretty print)- Condense behaviors/0_master.hkx and characters/defaultmale.hkx- Start readingThen when can talk about details
CzarnyAfgan Posted May 13, 2014 Author Posted May 13, 2014 (edited) I am working right now on some kind of easier/faster workaround... I have managed to edit the sword template and I added the "stagger" enchanment to it. The strenght of the stagger is a little to strong for such gentle hit, it's as strong as one shown in the video: http://www.youtube.com/watch?v=AH7rAa_Vr9A I realised, that the best type of stagger for such hit will be the shield bash stagger effect - it's gentle and short. I can make player and NPC perform the stagger by adding stagger enchantment to every single weapon in game ( maybe except the daggers ). I think, there is a way to achieve smaller stagger strenght - I need to edit the enchantment named " stagger ", the enchantment itself should have some kind of definition how strong the stagger effect is performed when the enchantment gets activated. Any idea where can I find it ?Regards, Jacob Edited May 13, 2014 by CzarnyAfgan
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