MsRae Posted August 24, 2016 Share Posted August 24, 2016 So, I'm working on a new mod and for it I need to remove the animations for crafting at workstations. The problem is when I do so through Fo4Edit and Nifskope (i.e. removing nodes and keywords) I get the error "You cannot use this at this time" in game for the crafting option, but I can still place junk into the station. I checked the workstation script and it doesn't reference animations anywhere so I am hoping they are in fact actually delete-able.The problem with keeping the animations is that I want the new object (workstation) to be able to be placed on surfaces of different heights so if the animations remain then there is going to be a lot of characters floating or getting stuck in floors. :PHas anybody worked with removing or altering animations who knows precisely how they are linked to objects in-game? I know some people worked on power armor and stimpak animations. Looking for any sort of insight! My other thought is that there might be something in the collision since I haven't changed that yet. Does anyone know of a good way of getting a look at the actual data contained within vanilla collisions? I have been using the old collision-swap method so far, but I would like to get to know how they actually work a little better. Link to comment Share on other sites More sharing options...
Watcher0187 Posted August 26, 2016 Share Posted August 26, 2016 it sounds like workstatins go through a script that checks for conditions before running the script that opens the crafting menu. Instead of removing the keywords I would look into adjusting the script called when you activate the bench and see if you can remove the call for the workbench idle animation on activation. This also may lead to issues as you would need to remove the stop animation as well or the game will be trying to call a function on a state that doesn't exist. Might not be a problem or could throw errors/ctd if you miss a part of the animation activation and deactivation calls. Seems to me it would be easier jusst to make a new script that opens the appropriate craft menu and have it override the default. Just my two caps. Link to comment Share on other sites More sharing options...
mkborgelt13 Posted August 26, 2016 Share Posted August 26, 2016 I tried doing this too but couldn't figure it out. Reason for me was, I didn't like being forced into an animation, it felt clunky. I hope you succeed, I'd use this if you made it. Link to comment Share on other sites More sharing options...
MsRae Posted August 30, 2016 Author Share Posted August 30, 2016 Thanks guys for replying! I guess I'm off to learn Papyrus then :P. Sigh, It was bound to happen at one point or another. Link to comment Share on other sites More sharing options...
steve40 Posted August 31, 2016 Share Posted August 31, 2016 (edited) Papyrus has nothing to do with this. The furniture animation is defined by a single keyword, "AnimFurn--------". By design, furniture will not work without an animation keyword.If you want to place the workbench at different elevations, then place a platform mesh, or something, in a suitable position for the actor to stand on, so it looks natural. The furniture keywords are defined in Character->Race->HumanRaceSubGraphData form, under the SubGraph tab. BUT: DO NOT EDIT THIS RACE, EVER!!!! Instead, you can make a new (blank) subgraph race and in the drop list select ADDITIVE, then add your custom furniture keyword to the subgraph tab. That way it will ADD your new keyword to the vanilla list WITHOUT CREATING CONFLICT. For an example on how to set up a new subggraph, look at the Vault Tec DLC and how they added the new furniture animations for the gym equipment (ie. they added a new "additive" subgraph race). Or look at my mod CWSS Redux, I did the same thing. You could try creating a new keyword that does nothing and then add it to your furniture, and if you are lucky, maybe the furniture will work (without animation). Actually, that won't work because you need the animation - it contains the data for the necessary furniture interaction markers, which are the things that actually determine where in space the actor will be positioned when they interact with the furniture. Edited August 31, 2016 by steve40 Link to comment Share on other sites More sharing options...
ededed117 Posted August 31, 2016 Share Posted August 31, 2016 Would be interested if your mod could remove the guard post animation and just let the settlers stand there with his/her gun out. I hate that penalty goal pose. Link to comment Share on other sites More sharing options...
mkborgelt13 Posted August 31, 2016 Share Posted August 31, 2016 Would be interested if your mod could remove the guard post animation and just let the settlers stand there with his/her gun out. I hate that penalty goal pose. It also causes robots from Automatron to shrink, so yeah, I'd like to remove this as well. Link to comment Share on other sites More sharing options...
steve40 Posted September 1, 2016 Share Posted September 1, 2016 Would be interested if your mod could remove the guard post animation and just let the settlers stand there with his/her gun out. I hate that penalty goal pose. It also causes robots from Automatron to shrink, so yeah, I'd like to remove this as well. The animation doesn't do that. Just remove the keyword that scales down the actor, I forget what it's called, ScaleActorToOne or something. And there's a checkbox on the furniture form to allow drawn weapons. Link to comment Share on other sites More sharing options...
mkborgelt13 Posted September 1, 2016 Share Posted September 1, 2016 Would be interested if your mod could remove the guard post animation and just let the settlers stand there with his/her gun out. I hate that penalty goal pose. It also causes robots from Automatron to shrink, so yeah, I'd like to remove this as well. The animation doesn't do that. Just remove the keyword that scales down the actor, I forget what it's called, ScaleActorToOne or something. And there's a checkbox on the furniture form to allow drawn weapons. Oh wow, I'm gonna fire up the CK right now and check this out! Link to comment Share on other sites More sharing options...
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