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[LE] Need help with a mining problem (custom model)


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So I have a nifty new customized stalhrim pickaxe I can use for mining (quest handler adds it to the tool lists), but when I use it to mine it looks like the ancient nordic pickaxe (which I copied the weapon form from which I built the pickaxe off of. There are no keywords on the pickaxe which lead me to think it's governing the animation tool, but I can't seem to find any other indication of what tells the mining animation marker what model to have the character use when you mine. Any ideas?

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Not sure but isn't that animation using the animobject? (meshes -> animobjects -> dlc02).

 

I had a similar issue trying to make a custom skeleton key and found out the only way I could have done that was either to replace the Vanilla animobject or to use FNIS to create a custom one.

 

I'd have thought that ancient nordic Pickaxe was just a weapon, but then a quick look in the meshes told me there's an animobject .nif for it, yet I don't remember NPC idles using it in Dragonborn DLC.

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there is an animobject for it, but I don't see any connection to it. The issue is that the game uses TWO different animobjects depending on if you have the ancient nord pickaxe or the default vanilla one so there has to be something in the game that detects which and determines which animobject to use. I am guessing it's some branch name in the NIF itself but I'm not seeing a correlation to anything.

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I tried to take a closer look at it and realized I have not loaded the DLC source scripts in my data folder...

 

But I remember in the skeleton key case, what told the game whether to load the skeleton key animobject instead of the regular lockpick one was a hidden perk added to the player with a fragment script first time he grabbed the skeleton key. Without that perk (hard-coded as far as I can remember - no scripts attached), the game would only load the lockpick animobject, even if you had the skeleton key in your inventory. I could never find any indication in the object's .nif itself, but could be I've just missed it. Anyway, I had to dig in the related quest to understand how it worked. Another possibility is that this info is somewhere in the behavior files but that's way beyond my understanding.

 

Anyway, I quickly loaded Dragonborn in the CK to check if that pickaxe worked in a similar way, couldn't find any related perk or spell but it may just have a different name. If you can load Dragonborn's source scripts, try to take a look at quest DLC2RR03-something, hopefully you'll find some clues there how that pickaxe works.

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Yeah as far as I can tell the skeleton key perk is just to set the entrypoint for unbreakable picks, no script or indication of how the interface detects it or not. Must be in the animation file themselves I guess :( bummer. Oh well, Thanks for your input, maybe I'll stumble upon it sometime

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That's why there is FNIS. :)

 

I'm just slowly getting all necessary stuff on my new PC, so I can't follow the trace to the end. But what I see in the behaviors are 2 different furniture aninations. One started with the animation event

IdlePickaxeEnter (using AnimObjectPickAxeWall), the other with IdleDLC02PickaxeEnter (with DLC02AnimObjectPickAxeWall). Those have to go into a furniture animation in the CK idle objects, and from there you usually have a connection via keyword.

 

If you need details, the FNIS modders doc has a section how furniture animations work in general.

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Funny, I was going to suggest Icecreamassassin that he checks your modders docs or gets in touch with you :).

 

One quick question for you, Fore, if you don't mind: would you know of any function which can detect the entry point (front, left, right, behind, etc.) of a furniture marker when this furniture only has one marker for multiple entry points? Like single beds which have 2 entries (or bedrolls have 3) for the same marker.

 

I've been digging through the Wiki, SKSE sources and your modders doc 6.2 and couldn't find any. OnAnimationEvent(...) doesn't detect "IdleBedRightEnterStart" - nor "Left" nor "Exit" - and I couldn't find anything related in the Wiki's list of Animation Variables. Thanks :)

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Funny, I was going to suggest Icecreamassassin that he checks your modders docs or gets in touch with you :smile:.

 

One quick question for you, Fore, if you don't mind: would you know of any function which can detect the entry point (front, left, right, behind, etc.) of a furniture marker when this furniture only has one marker for multiple entry points? Like single beds which have 2 entries (or bedrolls have 3) for the same marker.

 

I've been digging through the Wiki, SKSE sources and your modders doc 6.2 and couldn't find any. OnAnimationEvent(...) doesn't detect "IdleBedRightEnterStart" - nor "Left" nor "Exit" - and I couldn't find anything related in the Wiki's list of Animation Variables. Thanks :smile:

 

This all seems to be done in the engine. Because before the behavior takes over (when the animevents I mentioned above are set) there is some introduction sequence that takes place which is not part of the behavior.

 

An NPC will first walk or run to the marker, then turn appropriately, and after that the enter animation can take place. It might be part of the sittarget package, but I can't remember seeing that when I looked into the whole issue long time ago.

 

But for the player this is different anyway. The player will be teleported to the right place and position anyway. And that can only be done by the engine. And I assume, this part also handles selection of the correct closest and unused entypoint.

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Thanks for replying, Fore :smile:

 

I thought of trying to detect whether NPCs were turning left or right to enter the furniture but a quick look at NPCs in game made me realize that wouldn't help as they will inevitably path around obstacles anyway and the various turns they took gave me absolutely no indication whether they were using left or right entry points... I think I found a work-around for the lack of an appropriate function anyway, but it involves a more tedious process... :blush:

 

Thanks again anyway, the good news about having your opinion is at least I can stop searching for that function :wink:

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