Tasheni Posted July 27, 2016 Share Posted July 27, 2016 I asked before, but no solution yet: I want to use the idle animation CombatIdleWeaponCheck with a sandbox, I attached a script with akActor.PlayIdle(WeaponCheck), filled the property with this animation, but it won't play. My actor is in Drunken Huntsmen Sandboxing and should draw his swoerd and after that play this idle. I think it has to do with the actor state, because this animation will perhaps only play, if the weapon is drawn. I read this from SaidenStorm:At all changes there is a transition you CAN NOT play an animation that does not contain a Transition from your current state to the animation. I looked also at these things: https://forums.nexusmods.com/index.php?/topic/647381-need-a-script-maybe-i-can-help/page-20&do=findComment&comment=5157234But I'm a beginner and don't understand all of this stuff. How can I get my companion to draw his weapon and stay into this state and then play this idle? For the moment he sheathes immediately after draw :) I appreciate any help with that - and yes, I'm learning frequently on the scripting basics, but it takes time. Link to comment Share on other sites More sharing options...
NexusComa Posted July 27, 2016 Share Posted July 27, 2016 (edited) You lost me ... "How can I get my companion to draw his weapon and stay into this state and then play this idle?" The companion's(/follower) weapon draw is linked to the players weapon draw. If you force them to draw their weapon without the player's weapon being drawn,I would assume the link would kick in and sheath it's weapon ... Try this test: draw the players weapon then trigger your script to see if this holds true. Edited July 27, 2016 by NexusComa Link to comment Share on other sites More sharing options...
Tasheni Posted July 28, 2016 Author Share Posted July 28, 2016 (edited) You lost me ... "How can I get my companion to draw his weapon and stay into this state and then play this idle?" The companion's(/follower) weapon draw is linked to the players weapon draw. If you force them to draw their weapon without the player's weapon being drawn,I would assume the link would kick in and sheath it's weapon ... Try this test: draw the players weapon then trigger your script to see if this holds true. Thank you for your quick reply. Last night I was thinking about it and now it makes sense to me: In the package idles list are some animations missing. CombatIdleWeaponCheck requires the combat state of the actor, I suggest, so draw weapon can't work, because in fact the actor sheathes it's weapon immediately after drawing. Is there a code fragment to change the actor state to combat ready? She is in the Drunken Huntsmen and I wonder, if she then will attack, or worse, will be attacked? It's part of her daily working routine and triggers, BEFORE she will be recruited. Sorry that I've lost you - it's my first mod and I never ever had to do with any kind of such things before. I'm working on packages for my six companions to make them really, naturally living with their own, complex daily routine, interact with npcs like Frailia, Ahlam or a group of hunters fully voice acted, so that they are a real important part of their environment and social structures. If the player don't want to take them as followers, they are fully scheduled and accepted inhabitants of Skyrim. This is fun to me - though I need help with different things, please be patient. Greetings from Germany, Tasheni Edited July 28, 2016 by Tasheni Link to comment Share on other sites More sharing options...
Tasheni Posted July 29, 2016 Author Share Posted July 29, 2016 (edited) It's so frustrating: After I created a real good package for my tavern wench I tried to make her greet the random people coming along. I don't know, what I was doing wrong, but at the end not a single npc will greet now the player - confused! - . I worked only with copies and didn't alter anything of the vanilla game. Something seems to be overwritten. So many hours lost, because I have to go back to backup. Last hope before doing so is perhaps TESVEdit. And I didn't find the function to set the npc in combat state - without the player action. :( Edited July 29, 2016 by Tasheni Link to comment Share on other sites More sharing options...
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