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[LE] Anyone tried adding custom anim objects to the game? (Flutes, Pickaxe, Drums, etc)


Di0nysys

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Hey guys. Anyone ever manage to use a custom anim object? I'm trying to use a custom flute anim object and have it trigger in the same way playing a vanilla flute does (by calling the flute playing idle). Is there a way to apply my own model or is it hardcoded?



Edited by Di0nysys
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I got this done, once.

 

My way was: Create an object in 3ds Max and export is a "raw.nif". Open said file with nifskope.

Then create a copy of the original nif file (animobjectflute.nif in your case, you might need to extract it from the original BSA file) and open it with nifskope, too.

 

Copy the block "NiTriShapeData" from "raw.nif" and paste it over the same block of "animobjectfluteCopy.nif".

Copy the block "BsShaderTextureSet" from "raw.nif" and paste it over the same block of "animobjectfluteCopy.nif" (or put in the correct used texture pathes yourself).

 

Save "animobjectfluteCopy.nif" and use it your animation (or simply use it to overwrite "animobjectflute.nif" in your mod).

Edited by thorGraves
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I got this done, once.

 

My way was: Create an object in 3ds Max and export is a "raw.nif". Open said file with nifskope.

Then create a copy of the original nif file (animobjectflute.nif in your case, you might need to extract it from the original BSA file) and open it with nifskope, too.

 

Copy the block "NiTriShapeData" from "raw.nif" and paste it over the same block of "animobjectfluteCopy.nif".

Copy the block "BsShaderTextureSet" from "raw.nif" and paste it over the same block of "animobjectfluteCopy.nif" (or put in the correct used texture pathes yourself).

 

Save "animobjectfluteCopy.nif" and use it your animation (or simply use it to overwrite "animobjectflute.nif" in your mod).

U can also simply switch out the NiTrishape into a vanilla anim object. That's not the issue. What i mean is, creating a new anim object in CK prompts a behavior selection, which implies that the anim object itself could be hardcoded into the behavior files. So how do u actually override the anim object the game decides to use for certain animations? Or is that not possible except for FNIS?

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As far as I can tell, the behavior-selection in CK's Anim Object has no effect at all in Skyrim. All vanilla objects seem to aim at random creatures(either chickens or spiders), even if they are clearly used in human animations. Perhaps a leftover from Oblivion?!

 

Otherwise I only know how to do this with FNIS: Create a new Nif. Create a new AnimObject in CK with it, and using FNIS, anchor the object with the CK-name to a bone of the animation.

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The use of AnimObjects is soley defined in the behaviors, and always attached to specific animation calls. Meaning, the same AnimObjects can be used with different animation files, and vice versa.

 

However, because of this hard-coded definition method you cannot add custom AnimObjects without modifying behavior files. Or, like thorGraves said, use FNIS. :)

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The use of AnimObjects is soley defined in the behaviors, and always attached to specific animation calls. Meaning, the same AnimObjects can be used with different animation files, and vice versa.

 

However, because of this hard-coded definition method you cannot add custom AnimObjects without modifying behavior files. Or, like thorGraves said, use FNIS. :smile:

Thanks for pointing that out, i thought as much.

I think i'm gonna go the SKSE route to see if there's some method of path substitution for vanilla anim objects, swapping the vanilla path for my model, then returning to it once i'm done with the anim.

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The use of AnimObjects is soley defined in the behaviors, and always attached to specific animation calls. Meaning, the same AnimObjects can be used with different animation files, and vice versa.

 

However, because of this hard-coded definition method you cannot add custom AnimObjects without modifying behavior files. Or, like thorGraves said, use FNIS. :smile:

Thanks for pointing that out, i thought as much.

I think i'm gonna go the SKSE route to see if there's some method of path substitution for vanilla anim objects, swapping the vanilla path for my model, then returning to it once i'm done with the anim.

 

If it doesn't work out with SKSE: you can still make use of FNIS to do this without the need for your users to install and run FNIS (unless they already use mods that need FNIS).

 

The same way Enderal did.

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  • 3 months later...

I'm currently working on a flute mod (Lullaby from fairy tail) with a script similar to DDD's Bard's Lute along with a FNIS Spell (Tutorial provided by Fore). I know that Fore mentioned something about replacing animobjects but I'm still looking into it. I'll let you know if I make any progress (I'm a noob modder doped up on parentheses)

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  • 6 months later...

Is there a way to do this without using FNIS? I have a DLC size mod and don't want to make it reliable on another mod. I hand made custom potions and food and i need to animate these potions somehow. I already made several "AnimObjects" with the custom potions and they work great except i can't figure out how to get the animobject to fire when player drinks the potion. Here's my script i added to a magic effect in order to add it to potions and food...

 

 

Scriptname ABB_PlayIdlePotionAndFoodScript extends activemagiceffect

{Plays Idle animation of your choosing from a blank magic effect This can be added to anything that excepts magic effects}

 

Idle Property Animation Auto

 

Event OnEffectStart(actor akTarget, actor akCaster)

If(akTarget == game.getPlayer())

utility.wait(0.5)

akTarget.PlayIdle(Animation)

EndIf

 

EndEvent

 

This works but only for Idles and i can't figure out how to create a copy of DrinkPotionIdle and have it point to my custom AnimObject.

So then i tried changing the script around and tried different things in order just to make the script call my animobject instead of the vanilla one but never could get it to work.

 

Is there a way to get my script to force a Custom AnimObject to fire after drinking the potion?

 

After searching the vanilla scripts i found this one below and it seems to do what i want except i don't know what String property to set or what it means by String???

Here's the script...

 

scriptName defaultPlayEffectOnActivate extends objectReference

;

;

;=============================================================

 

string property anim01 = "playAnim01" auto

string property animEndEvent = "endAnim" auto

bool property waitForEndEvent = false auto

auto state waiting

event onActivate(objectReference triggerRef)

if waitForEndEvent

goToState("DoNothing")

playAnimationAndWait(anim01, animEndEvent)

goToState("waiting")

else

playAnimation(anim01)

endif

endEvent

endState

 

state DoNothing

endState

 

 

Sorry for restarting this older post but I'm almost complete with my mod and really need help. Thanks Nexus brothers and sisters.

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