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How do you set up .kf files with animation markers/furniture?


Guest Messenjah

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Guest Messenjah

So, I need to turn Umpa's pole dance .kf animation file into a dance marker that NPC's can interact with. Even better, would be to somehow also link it to the Gammorah theater pole as a piece of furniture that plays a pole dance animation instead of a sitting animation when you interact with it. I've hacked together a file for a pole with a furniture (sitting) marker. I also know how to set up the animation inside the gameplay/animation idles section a bit but I can't figure out how to get it to play when a PC or NPC interacts with the pole. I can't even figure out how to get it to work with a normal dance marker and get the NPC's to interact with it. Any help would be greatly appreciated!

 

 

PS: I'm also having a bit of trouble trying to get NPC's to correctly interact with their AI packages so that they follow through with interacting with dance markers. I could get my AI packages to work in FO3 so why not in NV? However, it seems like this is always a bit touchy.

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Are you setting up just a marker, or an object with the marker portion? I have been able to make new meds, and chairs, but only by using pre existing markers that I pluck from other beds.

 

Make sure its a resistant reference. Otherwise your NPC won't interact.

 

I had the same problem as you with the NPC that I have placed. It seems very touchy. Instead I made her interact with any reference in her patrol pattern randomly. If she only had one, she would do that one.

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Guest Messenjah

I would personally be thrilled either way personally....

 

 

What is a resistant reference exactly?

 

AI appears to have some serious ADD problems at best lol. I have tried linking her to a default dance marker and assigning a single AI package that tells her to travel to linked reference and to use the marker. Once in a while she starts the animation and quickly ends before the animation finishes.... Or I set up a Gammorah prostitute (default dancer) and assign her with default AI sandbox packages and link her to the marker and still nothing. She will wander over to a chair instead. :\

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Guest Messenjah

Also,

 

 

In case you didn't see this before, the the dance markers in FNV are actually other markers. One is a floor sitting marker, a wall repair marker, and I can't remember the 3rd dance marker. Anyway, they have just been re-named inside the GECK but they are the exact same markers. In NIFSkope, I don't see any animation sequence information related to the marker itself other than it has furniture markers. I also can't link controller sequences to it because it doesn't include any bones that I know of.

 

The question is.... how did Obsidian link the dance animations to a wall repair marker? The marker isn't scripted from what I can see. Could it be a quest perhaps or is it in the idle animations section under gameplay? I'm also seeing other markers that you can assign animations too but I don't know exactly how they work....

 

All I care about is this point, is how to get an NPC to perform an animation in a certain spot using a marker in order to perform a certain animation. Obviously, the problem here is that the animation has to appear to interact with the pole and the pole needs to be at the center of the animation or else it will look really weird. My main concern with this, is that the pole may or may not obstruct the animation, so if the NPC bumps into the pole, the sequence may or may not begin. This is why, I figured that if I could place a furniture marker inside the pole and then play the pole dance animation instead of the sitting animation, that it might work?

 

 

Would it be possible to script the pole so that, instead of playing the sitting animation, she will use a different animation and dance around the pole? What about using the pole as an activator... yet, she may still bump into the pole and not use the animation at all in that case?

 

Better yet, would be to find out, what links the alternate animations to those markers?

Edited by Messenjah
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  • 1 month later...
I know this thread is old, but In the GECK go to the Gameplay menu, Idle Animations. Then expand Characters\_Male\IdleAnims, FurnitureIdles, Sitting, NVDance and notice the conditions on NVDance. Those other markers are in that form list. So I guess when all the conditions are met it plays the dance idles.
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