WillWorthington3 Posted January 29, 2011 Share Posted January 29, 2011 A new question for everyone. Anyone every found a way to get creatures to sleep, as in lie down and stop moving. I've got this guard dog and I've got his package set up to go into his Kennel at a set time, etc. But he just stands there wagging his tail away like mad. I'm not a dog owner, but I don't think that's normal for sleeping dogs =P Anyways, my only thought on how to do this might be to setup a trigger to drain all his health - making him effectively dead, and therefore lying down. maybe this would work. Anyone have a better solution? Link to comment Share on other sites More sharing options...
alonsomartinez Posted January 29, 2011 Share Posted January 29, 2011 You would either have to give him a new animation , or make him unconscious throughout the time period where you want him to sleep http://www.thenexusforums.com/public/style_emoticons/dark/thumbsup.gif Link to comment Share on other sites More sharing options...
WillWorthington3 Posted January 30, 2011 Author Share Posted January 30, 2011 You would either have to give him a new animation , or make him unconscious throughout the time period where you want him to sleep http://www.thenexusforums.com/public/style_emoticons/dark/thumbsup.gif I tried the SetUnconscious flag and it didn't seem to work. Right now I'm using a 2nd 'dead' version that's enabled on package end. But I'm having problems with which script on which creature should do what enabling, lol God, why do I always want to do the nearly impossible s***? *sigh* Reference Scripts for people to pick apart: Normal Version: ScriptName 00WolfgangScript ref WolfgangRef ref WolfgangSleepingRef Begin OnPackageDone 9WolfgangSleepTravel WolfgangRef.disable WolfgangSleepingRef.enable WolfgangSleepingRef.setunconscious 1 End Sleeping Version: ScriptName 00WolfgangSleepScript ref WolfgangRef ref WolfgangSleepingRef Begin Gamemode If gamehour >= 6 WolfgangSleepingRef.disable WolfgangRef.enable WolfgangRef.Evp EndIf End PS also concerned about Save Game bloat - will this script have any effect? Link to comment Share on other sites More sharing options...
alonsomartinez Posted January 30, 2011 Share Posted January 30, 2011 Is the dog essential ? Link to comment Share on other sites More sharing options...
WillWorthington3 Posted January 30, 2011 Author Share Posted January 30, 2011 Is the dog essential ? No, tried that. He just keeps getting up, so I set him as Quest so he wouldn't be removed by the Save Game Cleaner I have running. Link to comment Share on other sites More sharing options...
Maigrets Posted January 30, 2011 Share Posted January 30, 2011 (edited) If you unpack the Oblivion meshes bsa you'll find animations for dogs that are unused in the game. data\meshes\creatures\dog\idleanims There was an old pre-release video showing them working in the game, or it was just a teaser, but they don't work now. I suppose it was due to not enough time or too much hype for the non existent Radiant AI. They are:SleepSleep and Look aroundStart to eateatsniff - the groundfleestandup (which is a long animation where the dog begs and walks on it's back legs and has special sounds attached.) I've been trying to get the eating ones to work for ages without success. They all seemed to be linked,,ie..beg, start eat and then eat, which needs either a complex script or package. I posted a long time ago on the Beth forums after these animations were bought to my notice. Several people offered to help, but that never happened. Every so often I have another look at them, but I want them to work with my companion system and if not I won't bother with it anymore. The others work fine if set up as Special Idles. You can get some info on how to do that here:http://cs.elderscrolls.com/constwiki/index.php/Idle_Animations http://cs.elderscrolls.com/constwiki/index.php/Forcing_Idle_Animations Then you'd need to check out packages if you want these to work in a particular order or time scale. There shouldn't be any need for scripts depending on what you want to do. Good luck. :laugh: Edited January 30, 2011 by Maigrets Link to comment Share on other sites More sharing options...
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