ValafarHell Posted March 23, 2017 Share Posted March 23, 2017 that's possible made this on skyrim ? or maybe place a moveset more fluid like vindictus ? Link to comment Share on other sites More sharing options...
PeterMartyr Posted March 23, 2017 Share Posted March 23, 2017 (edited) lol... still.. ..laughing :laugh: , Problem is..., there is Animations Modder's , then there Weapons Modder's, trying to mix it up? It's a permission nightmare, with scripting thrown in for good measure. I can do it, & do do it for personal use. But I just scripted it all together & make Fnis Alternate Animation mod. But I don't make animations or weapons. Just go to Fnis Mod page, all information is there on how to do it. So a katana gets katana animations, while a sword get Skyrim Vanilla, for example, without doing anything, based on what you hold in your hand. Is that what you mean? Cause if it is? Yes it is. Here the big SHOCKER It will work in SkyrimSE without SKSE Edited March 23, 2017 by PeterMartyr Link to comment Share on other sites More sharing options...
Elias555 Posted March 23, 2017 Share Posted March 23, 2017 lol... still.. ..laughing :laugh: , Problem is..., there is Animations Modder's , then there Weapons Modder's, trying to mix it up? It's a permission nightmare, with scripting thrown in for good measure. I can do it, & do do it for personal use. But I just scripted it all together & make Fnis Alternate Animation mod. But I don't make animations or weapons. Just go to Fnis Mod page, all information is there on how to do it. So a katana gets katana animations, while a sword get Skyrim Vanilla, for example, without doing anything, based on what you hold in your hand. Is that what you mean? Cause if it is? Yes it is. Here the big SHOCKER It will work in SkyrimSE without SKSE Can you post a video showing this? I've seen animations added like they were part of the game in a really old video where a witcher 2 boss is animated like it were in the witcher 2 but I've never seen what you're saying. Link to comment Share on other sites More sharing options...
fore Posted March 23, 2017 Share Posted March 23, 2017 Do you know/have you used PCEA2? Animations (including movement) dynamically changed based on MCM settings. The same principle when changing movement based on weapon. Actually, in the FNIS upload is an example script that shows how to change animations every time a weapon is drawn and sheathed. Katana and swordsmanship animations in the example. I have told so many people that this is possible. And how. :) Link to comment Share on other sites More sharing options...
Elias555 Posted March 24, 2017 Share Posted March 24, 2017 Do you know/have you used PCEA2? Animations (including movement) dynamically changed based on MCM settings. The same principle when changing movement based on weapon. Actually, in the FNIS upload is an example script that shows how to change animations every time a weapon is drawn and sheathed. Katana and swordsmanship animations in the example. I have told so many people that this is possible. And how. :smile:Does that script change it for all or just the player? As in, 2 handed katana is held in the PC hands and a great sword is held in another actors hand, will the animations be different? Btw, your FNIS link is old. Link to comment Share on other sites More sharing options...
fore Posted March 24, 2017 Share Posted March 24, 2017 Do you know/have you used PCEA2? Animations (including movement) dynamically changed based on MCM settings. The same principle when changing movement based on weapon. Actually, in the FNIS upload is an example script that shows how to change animations every time a weapon is drawn and sheathed. Katana and swordsmanship animations in the example. I have told so many people that this is possible. And how. :smile:Does that script change it for all or just the player? As in, 2 handed katana is held in the PC hands and a great sword is held in another actors hand, will the animations be different? Btw, your FNIS link is old. It is possible to make it individual for the player and NPCs, even different between NPCs. Currently this example script is only working for the player. If you replace the player references by the original "akActor" it will also work for NPCs. However there is a flaw in Skyrim which MIGHT make it necssary to implement something NPC specific. If an NPC looses it's 3d, it will also loose the animation variable values that are necessary to distinguish between different animations. So when an NPC equips a katana, looses 3d, comes back, the settings are gone. Therefore an NPC specific script MIGHT be necessary that resets these values as well. But it is possible that the engine re-equips the NPC after re-load, and then it would always work. That's needs to be tested. Thanks for the signature hint. I must not have looked there for years. :smile: Link to comment Share on other sites More sharing options...
Elias555 Posted March 25, 2017 Share Posted March 25, 2017 Do you know/have you used PCEA2? Animations (including movement) dynamically changed based on MCM settings. The same principle when changing movement based on weapon. Actually, in the FNIS upload is an example script that shows how to change animations every time a weapon is drawn and sheathed. Katana and swordsmanship animations in the example. I have told so many people that this is possible. And how. :smile:Does that script change it for all or just the player? As in, 2 handed katana is held in the PC hands and a great sword is held in another actors hand, will the animations be different? Btw, your FNIS link is old. It is possible to make it individual for the player and NPCs, even different between NPCs. Currently this example script is only working for the player. If you replace the player references by the original "akActor" it will also work for NPCs. However there is a flaw in Skyrim which MIGHT make it necssary to implement something NPC specific. If an NPC looses it's 3d, it will also loose the animation variable values that are necessary to distinguish between different animations. So when an NPC equips a katana, looses 3d, comes back, the settings are gone. Therefore an NPC specific script MIGHT be necessary that resets these values as well. But it is possible that the engine re-equips the NPC after re-load, and then it would always work. That's needs to be tested. Thanks for the signature hint. I must not have looked there for years. :smile: I see. Now I'm surprised it hasn't been done to any extent.The first link links to Happy Market Stalls lol Link to comment Share on other sites More sharing options...
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