Vaktus Posted March 9, 2012 Share Posted March 9, 2012 Well, to be honest, I am only looking for a playable Dragon mod. Mounts don't appeal to me. But I can definitely understand if it does for you. Are you still trying to finish your playable Dragon mod? Or are you only focusing on a Dragon mount? Thanks for the quick reply, though. Link to comment Share on other sites More sharing options...
porroone Posted March 9, 2012 Share Posted March 9, 2012 I never intended for a playable dragon mod, you can actually do that with console commands, besides while using the current behavior graph of the dragon, you will most certainly suffer random ctds, so the idea is create a new behavior graph, based on the horse's behavior and using the dragon's animation, untill somebody does that, either playing as a dragon or mounting one will be tricky, there are so many things that could go wrong, you need to be in a landing point in order to take off else it might crash (or it might not), point is in order to get a proper flying dragon the behavior needs to be redesigned. Link to comment Share on other sites More sharing options...
Vaktus Posted March 9, 2012 Share Posted March 9, 2012 So far, as I said before, Hayk has gotten a very solid playable Dragon mod already working without the need of opening the console even once. Still has to use the trick of going into first person to start/stop flying but apart from that, it works perfectly, I suffered from little to no crashes and you can take-off and land anywhere you please using that method. It's very easy to use. Well then, good luck on your Dragon mount mod, but I'll go to Hayk's Weredragon comments section for updates on his progress from here on. Hope you make a break-through in future. Link to comment Share on other sites More sharing options...
porroone Posted March 9, 2012 Share Posted March 9, 2012 Yea and using the current dragon behavior that is what you can do, ActionJump and ActionSneak, tried all the other, none works, thats when I figured that there is no way to do this without creating a new behavior graph, it doesnt matter where you go to get comments from, im telling you a fact, but hey if somebody proves me wrong ill be very happy because it means there is an easier way to do what im trying to do. Link to comment Share on other sites More sharing options...
Vaktus Posted March 9, 2012 Share Posted March 9, 2012 The actions and animations aren't a problem for the Weredragon mod, the main focus is making it possible to change height, which Hayk has just completed and will hopefully upload the new version in the next few days. Once that's done, the mod will pretty much be complete and you'll be able to do everything an NPC Dragon can do! That's all I'm looking for. Link to comment Share on other sites More sharing options...
Hayk94 Posted March 9, 2012 Share Posted March 9, 2012 Well guys you two are right actually.lol.It was around a month or two ago that I found out the need of the new behaviors.But for creating them Havok Behavior tool is needed which is not free. Though one of the earliest version of that tool was given free. I tried it, however it do not supports skyrim. And I began to find other ways and I've found this thread.And learned that it can be done through scripting.And so as far as I have done with scripting I got a lot success.So I think that making a playable flying mod is possible with scripting but it could be much more easier with Havok Behavior Tool.And anyway it would be nice of Havok team or Beth to release a free tool for editing behaviors (at least only skyrim ones) cause if they not it will mean that TES modding is partially destroyed cause it is impossible to create an all new creature\actor from 0 without behavior tool. Link to comment Share on other sites More sharing options...
porroone Posted March 9, 2012 Share Posted March 9, 2012 Yep creating a behavior through xml is impossible, so better to wait for skse to release the OnKey events.One thing tho, have u tried the old behavior tool on a converted hkx (using hkxcmd) ? Link to comment Share on other sites More sharing options...
Hayk94 Posted March 9, 2012 Share Posted March 9, 2012 You mean to use the XML.hkx with old behavior tool.That's a good idea I will give it a try, however I think it won't work. Link to comment Share on other sites More sharing options...
dontkeepscore Posted March 9, 2012 Share Posted March 9, 2012 Hayk if that's possible could you link relevant download and documentation link(s)? Link to comment Share on other sites More sharing options...
Draeka Posted March 11, 2012 Share Posted March 11, 2012 Hey Porone. Thanks for posting your script. I added it to the Bat Form script I'm working on and modified it to work as such. Although, that's the problem it isn't working :P The following script compiles but the only effects that take place are those of which were already part of my mod. Any tips? Thanks man. Great job. Scriptname DV_BatFormTraits extends ActiveMagicEffect import Game import Sound import Form import Debug import Utility import GlobalVariable import Actor Actor Property Player Auto Spell Property DVampireBatForm Auto Spell Property DVampireBatFormToggle Auto Idle Property SwimStart Auto Idle Property swimStop Auto Idle Property JumpFall Auto bool Property bIsOn Auto bool Property bVal Auto EffectShader Property DVCelerityShadow Auto float bearing float elevation float speed float posx float posy float posz float move float dtime Event OnEffectStart(Actor Target, Actor Caster) ObjectReference PCVamp = GetPlayer() if !Caster.HasSpell(DVampireBatFormToggle) Caster.AddSpell(DVampireBatFormToggle) Caster.SetAlpha(1) Utility.SetIniFloat("fInAirFallingCharGravityMult:Havok",0) DVCelerityShadow.Play(Caster) Game.GetPlayer().SetAllowFlying() Game.ForceThirdPerson() Utility.Wait(1.0) SendAnimationEvent(PCVamp ,"JumpFall") while !Caster.HasSpell(DVampireBatFormToggle) Fly() endWhile ;bVal = True elseif Caster.HasSpell(DVampireBatFormToggle) Caster.RemoveSpell(DVampireBatFormToggle) Utility.SetIniFloat("fInAirFallingCharGravityMult:Havok",1.35) Caster.SetAlpha(1) DVCelerityShadow.Stop(Caster) Game.GetPlayer().SetAllowFlying() Utility.Wait(1.0) SendAnimationEvent(PCVamp ,"JumpFall") ;bVal = False endif ;Toggle() EndEvent Event OnUpdate() if Player.IsRunning() && move == 1 debug.notification("am i running") Fly() endIf endEvent Event OnTranslationComplete() move = 0 Fly() endEvent function Fly() if Player.IsRunning() posx = Player.GetPositionX() posy = Player.GetPositionY() posz = Player.GetPositionZ() bearing = Player.GetAngleZ() elevation = Player.GetAngleX() speed = 1000 if bearing < 90 posx += (bearing)*speed posy += (90 - bearing)*speed elseif bearing > 90 && bearing < 180 posx +=(180 - bearing)*speed posy +=(90 - bearing)*speed elseif bearing > 180 && bearing < 270 posx += (180 - bearing)*speed posy += (bearing - 270)*speed elseif bearing > 270 posx += (bearing - 360)*speed posy += (bearing - 270)*speed endif posz = Player.GetPositionZ() - (elevation*speed) Player.PlayIdle(JumpFall) Player.TranslateTo(posx,posy,posz,Player.GetAngleX(),Player.GetAngleY(),Player.GetAngleZ(),speed,1) RegisterForSingleUpdate(0.2) if Player.IsSprinting() move = 0 endIf else Player.StopTranslation() endIf endFunction Function Toggle() if (bVal == True) bIsOn = True elseif (bVal == False) bIsOn = False endif EndFunction Link to comment Share on other sites More sharing options...
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