Yamcakes Posted August 11, 2010 Share Posted August 11, 2010 I'm not entirely sure how to do this one. I went through the tutorials and such, but it doesn't seem to work in-game. Yes I am using the OBSE CS, and game launcher. scn usealtskeletonyam begin GameMode if(Player.GetIsSex male == 1) setPlayerSkeletonPath "characters\_malemanly\skeleton.nif" endif end What am I doing wrong? Link to comment Share on other sites More sharing options...
documn Posted August 12, 2010 Share Posted August 12, 2010 Need more information. What kind of script is it, and what is the script attached to? How often do you want to run this script? If, for example, you just want to run this script once per character, I'd do this:1. Write the script.scn usealtskeletonyam short doonce begin GameMode if doonce == 0 if(Player.GetIsSex male == 1) setPlayerSkeletonPath "characters\_malemanly\skeleton.nif" endif set doonce == 1 endif end2. Set it as a quest script.3. Save it.4. Make a new quest.5. Attach the script to the quest.6. Make sure "Start Game Enabled" is checked Link to comment Share on other sites More sharing options...
Yamcakes Posted August 12, 2010 Author Share Posted August 12, 2010 I just like my character to pull from a seperate skeleton, and set of animations outside the _male folder. I haveno problem getting NPC's to use them, but setting the player's skeleton to one located in a different folder has no effect, and I know that the player can be scripted to use another folder, as I have seen in another mod, so I'm trying to figure out how to do this. What I grabbed here is an excerpt of that script, modified with my information. It was something gigantic, and also involved adding tons of other things, so I cut what I thought was relevent. I will try your suggestion now! Link to comment Share on other sites More sharing options...
Yamcakes Posted August 12, 2010 Author Share Posted August 12, 2010 When I set it to a quest script type, it says 'Expected End of Line',and I cannot save it. Tutorials don't quite cover what that means. Link to comment Share on other sites More sharing options...
Yamcakes Posted August 12, 2010 Author Share Posted August 12, 2010 I seem to have it working now, but it just starts up, player takes the position of the unanimated skeleton, and then the game crashes. :( Link to comment Share on other sites More sharing options...
documn Posted August 12, 2010 Share Posted August 12, 2010 Oops. That one line in my code should be "set doonce to 1" instead of "set doonce == 1" I've never used alternate skeletons before. That being said, there may be more stuff you gotta do to make it work without crashing besides simply using the setplayerskeletonpath function. I don't know, sorry. Link to comment Share on other sites More sharing options...
David Brasher Posted August 13, 2010 Share Posted August 13, 2010 Edit: I reread some of your comments and realized my suggestion had already been tried. It looks to me like the DoOnce is misplaced and would change its value and prevent further function without ever executing the code. I would think it should be more like this: scn usealtskeletonyam short doonce begin GameMode if doonce == 0 if(Player.GetIsSex male == 1) setPlayerSkeletonPath "characters\_malemanly\skeleton.nif" set doonce to 1 endif endif end Link to comment Share on other sites More sharing options...
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