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How to create an animal with crippled limb (like Snuffles)


abyss13

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Hello, i'm trying to make a simple mod, where you need to heal injured dog's leg, but here's one problem. How to make it injured from the very beginning? Do i need to create a script that cripples dog's leg? If yes, then how to stop that script when i fix it? Thank you. (I've searched Snuffle's data and her quest, but didn't get any answers. I only found this, when you fix her leg:

 

set VFreeformSloan.SnufflesHealed to 1

QJSnufflesRef.SetActorValue LeftMobilityCondition 100

 

but how to cripple leg from very beginning? -.- Thank you again.)

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Hello, i'm trying to make a simple mod, where you need to heal injured dog's leg, but here's one problem. How to make it injured from the very beginning? Do i need to create a script that cripples dog's leg? If yes, then how to stop that script when i fix it? Thank you. (I've searched Snuffle's data and her quest, but didn't get any answers. I only found this, when you fix her leg:

 

set VFreeformSloan.SnufflesHealed to 1

QJSnufflesRef.SetActorValue LeftMobilityCondition 100

 

but how to cripple leg from very beginning? -.- Thank you again.)

 

Have you tried setting the same actor value to 0 at the beginning?

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No, where can i find this actor value? In parameters of a creature? Or you mean a script like a SlaveScript?

For example:

 

scn SlaveScript

begin OnLoad

Setactorvalue LeftMobilityCondition 0

Setactorvalue RightMobilityCondition 0

 

end

 

Err. My bad. Just realized what you mean :) Thanks, i will try it now.

Update: no, i still have no idea how to make my dog limping and make his leg broken from the beginning :( I can't find such actor value as left or right mobility condition in the settings of the dog. Assigning a script to him, like a Slavescript, gives no effect, and i can't find another way to make it. Also, i found an article about derived statistics of nps's or creatures, but can't find them in AI Tab. http://geck.bethsoft.com/index.php/Stats_List

Edited by abyss13
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Have you tried attaching a script to your dog and adding:

 

MyDogNameRef.SetActorValue LeftMobilityCondition 50 (or something like that?)

 

If the script you saw set that condition to 100 when she is healed, it would be logical that the same condition was <100 when crippled? (Just a guess)

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No, where can i find this actor value? In parameters of a creature? Or you mean a script like a SlaveScript?

For example:

 

scn SlaveScript

begin OnLoad

Setactorvalue LeftMobilityCondition 0

Setactorvalue RightMobilityCondition 0

 

end

 

Err. My bad. Just realized what you mean :) Thanks, i will try it now.

Update: no, i still have no idea how to make my dog limping and make his leg broken from the beginning :( I can't find such actor value as left or right mobility condition in the settings of the dog. Assigning a script to him, like a Slavescript, gives no effect, and i can't find another way to make it. Also, i found an article about derived statistics of nps's or creatures, but can't find them in AI Tab. http://geck.bethsoft....php/Stats_List

 

I just typed "player.setav leftmobilitycondition 0" in the console and the player started limping. Make sure the script with this line is executed (setav left...). Put it in the onLoad of the script attached to the dog.

Edited by Glenstorm
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Mike, Glenstorm, thank you very much for your answers, it worked. I'm terribly sorry, i forgot to re-enter the cell with dog and script didn't work cause of that :facepalm: . Thank you again.

Geck scripting is not so easy as it seemed to be.

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