Bond123 Posted December 9, 2010 Share Posted December 9, 2010 I created a very simple script to use Umpa's animations in Fallout3 and it worked like a charm. It doesn't work in Fallout New Vegas. The Script >>>>>>>>>>>>>scn AAjrPlayGuitar Begin GameMode playidle guitar01 endif end>>>>>>>>>>>>>>>>>> The npc will appear holding the guitar but just stand there. Can anyone suggest a solution. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted December 9, 2010 Share Posted December 9, 2010 There shouldn't be an endif if there is no if. Link to comment Share on other sites More sharing options...
simplywayne90 Posted December 9, 2010 Share Posted December 9, 2010 I'm glad this was solved, I just recently thought to make parodies of the thriller music video and guitar hero franchise in my special encounters, using Umpas animations and I was worried they might not function in New Vegas for a moment Link to comment Share on other sites More sharing options...
Bond123 Posted December 9, 2010 Author Share Posted December 9, 2010 Thanks for the response Quetzlsacatanango . I tried dropping the endif already and it made no difference. If I console the command it works perfectly. It may be something conflicting in my game...will have to do some eliminating and see. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted December 9, 2010 Share Posted December 9, 2010 You may have to specify the ref also: npcref.playidle guitar01 Not sure if you have this script on an NPC or a quest. Try it anyway. Link to comment Share on other sites More sharing options...
Bond123 Posted December 9, 2010 Author Share Posted December 9, 2010 Thank you for all your attempts to help. I've tried about everything. If this works you get a kudo and big time credit in my mod. Still can't figure why script handling is so different between Fallout3 and FNV. I'm getting desperate. Link to comment Share on other sites More sharing options...
thc1234 Posted December 9, 2010 Share Posted December 9, 2010 I'm 100% sure the script should work - just for fun sake I tried this in Veronica script begin GameModePlayIdle Loose3rdPBrahminPushend maybe the issue isn't script but animation ?... Link to comment Share on other sites More sharing options...
Bond123 Posted December 9, 2010 Author Share Posted December 9, 2010 Thanks for proofing the script, thc. I substituted the animation you are using and it works like a charm. The Umpa animations work like a charm if the are entered in game through the console. That script works in FO3 with Umpa animations. The script will not work to initiate the Umpa animation in FNV. I don't know if it is the animation or what? I guess I will post the mod with the npcs and instructions on consoling the animations for those who want them. Link to comment Share on other sites More sharing options...
thc1234 Posted December 10, 2010 Share Posted December 10, 2010 (edited) scn MyActorScript begin GameMode if IsIdlePlaying == 0 PlayIdle Guitar01 endif end I guess the issue is only with looping annimations (e.g. they're restarted every frame). In theory You can put looping anim into OnLoad block instead, however GameMode block will restart after conversation, so it's really only matter of what You want with that NPC. Edited December 10, 2010 by thc1234 Link to comment Share on other sites More sharing options...
Bond123 Posted December 11, 2010 Author Share Posted December 11, 2010 Thanks a million thc1234, for coming to my aid and providing a solution to my scripting problem. My appreciation is boundless. Your solution works to perfection. Link to comment Share on other sites More sharing options...
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