AGreatWeight Posted April 19, 2017 Share Posted April 19, 2017 Horses, no.Giddyup, oh yes. Would be willing to pitch in and do some texture work. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted April 20, 2017 Share Posted April 20, 2017 Animations, I feel, would be the last things to be implemented.Other than a nice simple "<poof> you're now straddling the Giddy" (the Unmount animation works fine, however) to temporarily replace the "Mount/Ride" animation, any other animation seems to be just icing that could come later. @AGreatWeight,Could see some nice new'ish Giddy textures (my current being the simple vanilla) being very welcome...or even a more horse like one (4 teh uhmerssion peeps! ). @Greslin,The Fast Travel thing would seem right up your alley, and possibly something else I've noted below (see B and C). @thread,Honestly? I'd be happy if I could just get a little hand to progress within my current scope/order of development (this really goes for all my current rideables...my rockets, cats, APCs, etc) :A) Get Fast Travel (for long trips) re-implemented (somewhere along the process I just lose the ability...<poof>, gone...somewhere). Think like Vertibird, but runs/walks instead of flies.B) Retain the use of the E key to "Ride" and "Dismount" WHILE...C) ...gaining the ability to (for shorter trips) 'Point'n'Click' direct like a companion (I can currently achieve A and B separately, but not both concurrently) while being ridden. This type of direction seems more reasonable, being you're riding a pseudo wild'ish animal, not 'driving' it, like say, a motorcycle...if that makes sense to anyone other than me. =PD) Get them to actually fire their laser eyes they have. This is the one area I haven't even a guess how to progress any farther than I have (though, I feel I've made good progress).F) Still act like a dog...because it's cute...though none of you will agree with me! =P I don't know if I'm explaining B and C well...but hopefully it's clear when one think of how the E key works with companions AND the E key usage when entering a Vertibird. Does that still sound like a good place to start and hold anyone's interest? In my mind, those are the fundamentals.A nice base to start with that should facilitate future building upon with most anything else anyone here has suggested/mentioned (including easy porting to my turrets and cats).Get the basics out of the way and then let it grow.Regardless of that, however, if you all wanted to do a bit of loose collaboration on this and make it something more...well, I'd be open to discussion about it for sure. =) Prelim discussion on Discord or something? ;-) ...hopefully I've not given away to many of my ideas while I'm here, heh. ...I'm getting talky, like I do when I'm tired, so I better quit now. =P Link to comment Share on other sites More sharing options...
Flowerguy360 Posted April 20, 2017 Share Posted April 20, 2017 Animations, I feel, would be the last things to be implemented.Other than a nice simple "<poof> you're now straddling the Giddy" (the Unmount animation works fine, however) to temporarily replace the "Mount/Ride" animation, any other animation seems to be just icing that could come later. @AGreatWeight,Could see some nice new'ish Giddy textures (my current being the simple vanilla) being very welcome...or even a more horse like one (4 teh uhmerssion peeps! ). @Greslin,The Fast Travel thing would seem right up your alley, and possibly something else I've noted below (see B and C). @thread,Honestly? I'd be happy if I could just get a little hand to progress within my current scope/order of development (this really goes for all my current rideables...my rockets, cats, APCs, etc) :A) Get Fast Travel (for long trips) re-implemented (somewhere along the process I just lose the ability...<poof>, gone...somewhere). Think like Vertibird, but runs/walks instead of flies.B) Retain the use of the E key to "Ride" and "Dismount" WHILE...C) ...gaining the ability to (for shorter trips) 'Point'n'Click' direct like a companion (I can currently achieve A and B separately, but not both concurrently) while being ridden. This type of direction seems more reasonable, being you're riding a pseudo wild'ish animal, not 'driving' it, like say, a motorcycle...if that makes sense to anyone other than me. =PD) Get them to actually fire their laser eyes they have. This is the one area I haven't even a guess how to progress any farther than I have (though, I feel I've made good progress).F) Still act like a dog...because it's cute...though none of you will agree with me! =P I don't know if I'm explaining B and C well...but hopefully it's clear when one think of how the E key works with companions AND the E key usage when entering a Vertibird. Does that still sound like a good place to start and hold anyone's interest? In my mind, those are the fundamentals.A nice base to start with that should facilitate future building upon with most anything else anyone here has suggested/mentioned (including easy porting to my turrets and cats).Get the basics out of the way and then let it grow.Regardless of that, however, if you all wanted to do a bit of loose collaboration on this and make it something more...well, I'd be open to discussion about it for sure. =) Prelim discussion on Discord or something? ;-) ...hopefully I've not given away to many of my ideas while I'm here, heh. ...I'm getting talky, like I do when I'm tired, so I better quit now. =P Make them robots. Talk to the people with Automathrone and Car Bots about how they got the animations working. I'm not sure about the part where they'd climb on, but you could at least get a more natural sitting position achieved this way once the protagonist/character is mounted. As for the laser eyes, I'm pretty sure you could do this by making the eyes into an attached weapon and making sure the animal is set to use it as part of their combat behavior (see assaultrons and the head laser). Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted April 20, 2017 Share Posted April 20, 2017 1) Make them robots. ÃÂ Talk to the people with Automathrone and Car Bots about how they got the animations working. ÃÂ I'm not sure about the part where they'd climb on, but you could at least get a more natural sitting position achieved this way once the protagonist/character is mounted. 2) As for the laser eyes, I'm pretty sure you could do this by making the eyes into an attached weapon and making sure the animal is set to use it as part of their combat behavior (see assaultrons and the head laser).1) I've had a PM out to Luis for a while, but I know he's been in and out recently, so I've thought about talking to the other people about that. Still, I'm way more interested in functionality first.Hence the idea to just "<poof>" (skip) onto the Giddy, cats, APCs, etc. for the moment. Actually, yeah, I'm pretty tied to the idea of skipping the animations for now. 2) Yeah, I'm actually quite far into that whole laser eye process (though most of it isn't in any of my mods yet). They're built, attached, skeletons reworked, APs, etc. Regardless, you hit the nail on the head on where I got stuck...quite simply you need to tell the cats, dogs, APCs to use those parts and then edit behaviors to match (or whatever we want to say). It sounds so straightforward...even did to me at some point...but that's just the thing...it's *sounds* straightforward. ;-)But who knows, maybe I am just missing something obvious, it happens for sure when you branch out into several different types of things (and have a memory like a steel sieve, hah).I'm pretty good (bad? Some real life people hate it about me) about not asking for help if I think there is a chance I can progress on my own...and even then, only after I've worked on it for a significant amount of time (think months). So when I say I'm stumped, believe you me, I'm stumped. =(So at this point, regardless of what happens in this thread, that little bit is something I'm coming out of my shell about more and will be actively seeking someone who can come in and really show me what I'm missing...possibly even settle it for me (call it a cop out, if you will...then look at my mods and think if I'm a person who gives up easily...they ooze with stubbornness, hah)....that sounded unnecessarily defensive and was unwarranted...my apologies. =/I should say this instead: If I wasn't quite to that area, and had been stuck just prior to that, I would have greatly appreciated your advice.Since those are the areas (body parts and behavior to get them to actually *fire* the eye weapons) where I'm currently stuck at, would you be willing and able to help me work through those areas with a little more detail and/or maybe double check the work leading up to that? It's been a couple months and I'd almost given up on it before mentioning it here. =(I will fully admit that whole process is new to me. Thank you. Link to comment Share on other sites More sharing options...
Flowerguy360 Posted April 21, 2017 Share Posted April 21, 2017 1) Make them robots. ÃÂ Talk to the people with Automathrone and Car Bots about how they got the animations working. ÃÂ I'm not sure about the part where they'd climb on, but you could at least get a more natural sitting position achieved this way once the protagonist/character is mounted. 2) As for the laser eyes, I'm pretty sure you could do this by making the eyes into an attached weapon and making sure the animal is set to use it as part of their combat behavior (see assaultrons and the head laser).1) I've had a PM out to Luis for a while, but I know he's been in and out recently, so I've thought about talking to the other people about that. Still, I'm way more interested in functionality first.Hence the idea to just "<poof>" (skip) onto the Giddy, cats, APCs, etc. for the moment. Actually, yeah, I'm pretty tied to the idea of skipping the animations for now. 2) Yeah, I'm actually quite far into that whole laser eye process (though most of it isn't in any of my mods yet). They're built, attached, skeletons reworked, APs, etc. Regardless, you hit the nail on the head on where I got stuck...quite simply you need to tell the cats, dogs, APCs to use those parts and then edit behaviors to match (or whatever we want to say). It sounds so straightforward...even did to me at some point...but that's just the thing...it's *sounds* straightforward. ;-)But who knows, maybe I am just missing something obvious, it happens for sure when you branch out into several different types of things (and have a memory like a steel sieve, hah).I'm pretty good (bad? Some real life people hate it about me) about not asking for help if I think there is a chance I can progress on my own...and even then, only after I've worked on it for a significant amount of time (think months). So when I say I'm stumped, believe you me, I'm stumped. =(So at this point, regardless of what happens in this thread, that little bit is something I'm coming out of my shell about more and will be actively seeking someone who can come in and really show me what I'm missing...possibly even settle it for me (call it a cop out, if you will...then look at my mods and think if I'm a person who gives up easily...they ooze with stubbornness, hah)....that sounded unnecessarily defensive and was unwarranted...my apologies. =/I should say this instead: If I wasn't quite to that area, and had been stuck just prior to that, I would have greatly appreciated your advice.Since those are the areas (body parts and behavior to get them to actually *fire* the eye weapons) where I'm currently stuck at, would you be willing and able to help me work through those areas with a little more detail and/or maybe double check the work leading up to that? It's been a couple months and I'd almost given up on it before mentioning it here. =(I will fully admit that whole process is new to me. Thank you. I wish I could say that I've had some experience with this to help you, but I only know what I've seen while working on other things in the CK. This is what I think the eyes need: 1) Do not make them a part of Giddy's nif.2) Make a Weapon in the CK. Make it a BOUND weapon. Use the Eyes as their own NIF for this purpose. Do the rest of the laser as normal.3) Put the Bound Weapon/Laser Eyes into the inventory of the NPC in question as their equipped weapon (I think this is the default).4) Make sure they have using that weapon as a part of their combat behavior (I have no ideas here short of looking at the Assaultron script for their head laser). I really wish I could be of more help. I owe you; your tutorial on settlement making was the basis for my Sleepwalker Overpass mod. I know it was of help to at least one other author, too. I don't say this often (because most "famous" people in the community get plenty of recognition), but we need more people like you here. So, for whatever that is worth, thank you. And I hope that's even a little bit helpful, though I have my doubts. And, no, you didn't seem overly defensive and I was not offended. I've been through far too much in my life to have such thin skin as that. :p Good luck, man. If I actually CAN be of any help, just say the word. I'd consider it a privilege, but I suspect your expertise far exceeds my own. Link to comment Share on other sites More sharing options...
Greslin Posted April 21, 2017 Share Posted April 21, 2017 If you can get the vehicle/furniture parts together, I can probably get it where you need it to go. :) Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted April 22, 2017 Share Posted April 22, 2017 @Greslin,Good to hear. =)Sent a couple PM's your way. ;-) @FlowerGuy360,That post deserves a proper response that I can't give right now for lack of time. =( However, I greatly appreciate the kind note. =) You may not be familiar with the process either, but maybe 2 heads can work it out, so after I figure out some things this weekend, I'll try to start back up with you on that.I will say that I've heard back from SkyrimLu (Car Bot) a bit, and he's (along with a few other things) pointed me in a simple, yet elegant, direction for a (extended) temporary mounting animation replacement. @Thread,I do this with all my current rideables in mind (because what I think we have in mind should be easily portable between them), but...<see next> @AGreatWeight,I'll shoot you a pm about textures. I'm sure an actual horse texture would be the forerunner in any discussion. =) @Thread (again),I don't know if I want to think about trying to progress with (specifically, at the moment, because on topic) a more horse-like behavior and animations yet (instead of dog...which I think is cuter anyhow and would keep it myself). I guess it depends if we (whomever that ultimately includes) actually make some progress on the base functions and the reception is good.If I'm being honest, right now I'm more worried about how to structure a group effort, information relay wise. Never done that in this type of setting before. =/ <shrug> Thank you. =) Link to comment Share on other sites More sharing options...
Flowerguy360 Posted April 22, 2017 Share Posted April 22, 2017 @Thread (and BlahDeeBlahBlah): As far as replacing the dog animations/behavior, I'd just like to point out (and I may have already said this, but I'm too lazy at the moment to check) that using the RadStag as the basis instead (for sounds, too) would be more horse-like than anything else in the game. If you can modulate the sound to make it more robotic, even better (there is a checkbox in the ARMO form that should be able to do this if used as a body skin). I'm having a moment without much else to say, myself. :p Just tired. Dog uses would be cute and all, but I found the RadStag surprisingly awesome for this stuff (it doesn't neigh, but is otherwise perfect) - though I have concerns caused by the two headed skeleton as opposed to one. Link to comment Share on other sites More sharing options...
AGreatWeight Posted April 22, 2017 Share Posted April 22, 2017 @Blah No problem. I actually had a look at the vanilla texture last night (never paid much attention beforehand)I definitely need to double the resolution, vanilla looks horrible in-game.@Thread I've got a few ideas regarding the retexture, but if anyone else has any ideas/suggestions, just shoot me a PM. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted April 22, 2017 Share Posted April 22, 2017 Just to manage expectations a little bit for anyone reading, I'd ask that no one expect the Motorcycle level of mod here. True, I may have more knowledge than some, but others have more than me too. So, just keep in mind if anything comes of this, expect a bit on the messier side than on the masterpiece side. Just look at my other mods for examples, I can be, umm, *creative* in the way/order I choose to implement (and, sometimes, omit) things/functions. =P Just wanted to say that. =) Link to comment Share on other sites More sharing options...
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