ABVXYzackattack Posted November 27, 2010 Author Share Posted November 27, 2010 Also, by the way, I have a quick question about something else, so lets not get too distracted with it...I'm trying to make a laboratory assistant for another mod, and i needed sum help with an AI package. I want him to do the same package as the chik from the Shivering Isles, who takes notes as she watches the experiments, but when i saw her package for it, all it was was a UseItemAt package, but yet had no target object that she used. Would you know what she uses to take notes? Link to comment Share on other sites More sharing options...
documn Posted November 27, 2010 Share Posted November 27, 2010 If you use the scripteffectfinish block, you don't need the timer at all. On your high spell, add the magic effects you want and set the durations to 120. Also, add a script effect that also has a duration of 120. On the script effect, add a script that has a scripteffectfinish block that adds your withdrawal spell. I don't know about your AI package question, sorry. Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted November 28, 2010 Author Share Posted November 28, 2010 hey btw the ScriptEffectFinish block worked. it works perfectly now. thanks a freakin ton man! Link to comment Share on other sites More sharing options...
documn Posted November 28, 2010 Share Posted November 28, 2010 Hooray and you're welcome. Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted November 28, 2010 Author Share Posted November 28, 2010 alright. but i need ur help on another thing. im adding a few villagers who are already dead when you find them, they have no ai packages on them, but for some reason, they fly like 50 feet away from the spot they were at. what's going on? Link to comment Share on other sites More sharing options...
GreatLucifer Posted November 28, 2010 Share Posted November 28, 2010 The flying away part, no idea... As for the AI, with the Use Item At, it's controlled by the Idle Manager. It has the appropriate idle (appearantly, taking notes) with a condition of that AI package running. All "people" doing this (the cheering in Bruma (MQ), the statue and such) use an empty UseItemAt package. Somewhat deceptive, but when you take a look at the Idle Manager it all makes sense. Lucifer Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted November 30, 2010 Author Share Posted November 30, 2010 Thnx. I figured out the idleanimations manager once you told me that. but there's one problem. He does the animation, but he just pretends to write stuff into his hand instead of using a quill into a book. i tried adding those to this inventory, but that didn't do anything. what should i do? Link to comment Share on other sites More sharing options...
GreatLucifer Posted November 30, 2010 Share Posted November 30, 2010 Under Misc -> AnimObject the references are listed, which works together with the Idle Manager. The rake animation for instance, requires a rake...If that lists no requirements (as not all anims require an actual object.. could also be a token, and not the actual object), it should work at once. If it has a requirement, add those to inventory (like let's say, it wanted a piece of parchment instead of a book). If it still doesn't work, there might be something else going on... As the player does play the anim (as you said) it is not a conditional issue... I'll be back on my "work"computer in a few hours, I'll take a look at it than. Lucifer Link to comment Share on other sites More sharing options...
GreatLucifer Posted November 30, 2010 Share Posted November 30, 2010 Ok, I just checked. Assuming you are talking about Relmyna Verenim, and SE09Writebook / TakeNotes idles, it has no required objects. The AnimObject makes the link between the idle and the object, the idle manager regulates the actual object. It makes sense to match these, so you need (for example) a rake to actually use it. The idles in SE09 make her use "items", but without her actually needing to own them (a bit counterintuitive). The conditions are... SE09WriteBook- GetisID Relmyna, GetCurrentAIProcedure and GetDistance... If you altered these conditions, it should work just fine. Rather said, it works just fine for me.... if that does not work for you, I'd be a bit baffled and would like more details. Lucifer Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted December 1, 2010 Author Share Posted December 1, 2010 alrighty. i've been looking at the conditions for the idle animation and replicating them like u suggested. however, it still doesn't work.u were correct with the conditions and what they were, so i tried to replicate them for my own usage. GetIsID ZLabWorker == 1GetCurrentAIProcedure == 28GetDistance ZLabWorkerTakeNotesREF < 25 but it still doesn't work!!!!!! :wallbash: any ideas? Link to comment Share on other sites More sharing options...
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