Rayek Posted January 30, 2017 Share Posted January 30, 2017 (edited) Wondering if there is a simple way to make this work? If not with the Furniture Markers can you do it with Idle Markers? I've found the Furniture Marker: KneelingMarker ...but can't figure out how to activate it once placed. I tried using a pillow mesh as the Marker Model but it doesn't appear in game (initially disabled isn't checked). These forums have been extremely helpful...hoping for one more bit of help. Thanks. Edited January 31, 2017 by Rayek Link to comment Share on other sites More sharing options...
thumbincubation Posted January 30, 2017 Share Posted January 30, 2017 I've been wondering the same thing. I can plant invisible chairs or kneel/pray markers, which NPCs will use, but I can't use them. I've by no means got this solved, but I'm going to experiment a bit furniture, rather than markers. I'll come back if I figure anything out. Link to comment Share on other sites More sharing options...
Di0nysys Posted January 30, 2017 Share Posted January 30, 2017 You do an activator, place a script on it to play an idle when the player activates it. Lookup OnActivate and PlayIdle here http://www.creationkit.com/index.php?title=papyrusYou'll also have to DisablePlayerControls, Wait a second for the sheath animation, then EnablePlayerControls after the idle is done. Link to comment Share on other sites More sharing options...
Rayek Posted January 30, 2017 Author Share Posted January 30, 2017 You do an activator, place a script on it to play an idle when the player activates it. Lookup OnActivate and PlayIdle here http://www.creationkit.com/index.php?title=papyrusYou'll also have to DisablePlayerControls, Wait a second for the sheath animation, then EnablePlayerControls after the idle is done. Thanks, I'm assuming this is in reference to the Idle Markers? Are Furniture Markers like KneelingMarker the same and need a script added? Link to comment Share on other sites More sharing options...
Di0nysys Posted January 30, 2017 Share Posted January 30, 2017 (edited) Basically, you're forcing the player to directly play whatever animation you want them to play. In the Idle properties, you'll find a whole bunch of actions you can make the player do. Edit: You might also want to ForceThirdPerson while the animation plays as well. Edited January 30, 2017 by Di0nysys Link to comment Share on other sites More sharing options...
thumbincubation Posted January 31, 2017 Share Posted January 31, 2017 Di0nysys, thank you very much. Helps me a lot, too. :) Link to comment Share on other sites More sharing options...
Rayek Posted January 31, 2017 Author Share Posted January 31, 2017 Thanks @Di0nysys. I have a better understanding of the basis now which is: Place ActivatorAdd Script to the placed Activator that:Allows time for sheathing a weapon if drawnTakes control of the playerForces person to 3rd personPlaysIdleReturns control to the playerProbably simple to some...but I've created exactly two enable/disable scripts thus far, so it's a bit above my understanding at the moment. Was hoping it was as simple as adding an activator to the KneelingMarker or something along those lines. Will revisit when I get a little further along and have more time. Again, appreciate the info! Link to comment Share on other sites More sharing options...
cdcooley Posted January 31, 2017 Share Posted January 31, 2017 If you want the player to use some otherwise invisible furniture you might be able to make a copy of the furniture item (so you aren't changing the original) and then assign the copy a name. The player can only interact with named objects and many of the furniture markers are set up without a name so the player doesn't see them. You can also just set up an activator primitive box (with a name) and link it to the furniture or use a script to activate the furniture. Check out the Icewater Jetty from Dawnguard (DLC1VCBoatDoorActivator1) to see how Bethesda uses that technique (they are activating a door, but you can activate furniture too). Elianora also uses activators in many of her house mods to give custom names to things if you want to see how she does it. Link to comment Share on other sites More sharing options...
Rayek Posted January 31, 2017 Author Share Posted January 31, 2017 (edited) Thanks for the tips @cdcooley. I'll try the naming approach, that's a good thought. I had forgotten if it doesn't have a name it won't work. Also going to fool around with the keywords or Active Marker selections. I am familiar with Activators...have put up several in my current expansion mod. Might fool around with a bit more with that as well. The scripting part is where I have the problem. I get the logic...just don't know the correct calls and titles to use for playidle...and such. Appreciate the help...you've given me a few more things to try. EDIT: No luck with naming the Furniture Markers like KneelingMarker...Active Markers haven't changed anything either. Will play some more. Edited January 31, 2017 by Rayek Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted February 8, 2017 Share Posted February 8, 2017 (edited) To use a furniture marker as a player activatable prayer marker is really quite easy.No scripts required at all.Here's a prayhere.nif (saves farting around): Extract it to your Data\Meshes\ directory.1. Open the vanilla Object Window -> WorldObjects -> Furniture -> PrayCrouchedMarker.2. Give it a new ID Name... eg: PrayHereMarker3. Give it a new display Name... eg: Pray Here4. Set the Model Path to: \prayhere.nif5. Set the Marker Model Path to: \prayhere.nif6. UNCHECK IsMarker.7. Add Keyword: FurnitureForce3rdPerson8. Click Ok and Yes create new form when prompted.Your done. PS.If your wondering what's different about the PreyHere.nif I provided...It has bhkCollision block with the havok layers set as NONCOLLIDABLE, which means you can now activate the model and you can still walk through the collision so it doesn't block your path. Edited February 9, 2017 by sLoPpYdOtBiGhOlE Link to comment Share on other sites More sharing options...
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