r00stafarian Posted June 27, 2017 Share Posted June 27, 2017 Hello, I'm the author of Courser Ghost-Spectre X-92 Mashup - Standalone and I would like to add a few more things to it:1. I would like to add scripts to it where the googles are on forehead when weapon isn't drawn and googles over eyes when weapon is drawn (maybe animate the nif to rotate on X-axis about 45deg).2. Also, I wondering if it is possible to add scripts where the main suit outfit is zipped at night and open during the day (separate nif files). If anyone reading this has any experience/advice on this topic please let me know! (I'm kinda new at modding and I have little/no experience with scripts, although I do know how to code C++/Java/Python) Thanks in advance! -r00stafarian Link to comment Share on other sites More sharing options...
stonefisher Posted June 28, 2017 Share Posted June 28, 2017 (edited) Oooh, now that sounds interesting, I think i will have a go see if I can whip something up tomorrow. Edited June 28, 2017 by stonefisher Link to comment Share on other sites More sharing options...
r00stafarian Posted June 28, 2017 Author Share Posted June 28, 2017 Oooh, now that sounds interesting, I think i will have a go see if I can whip something up tomorrow.Thank you! I look forward to see the code you write in your scripts. Also, if you do manage to do it, I would love to post your work and credit you on my mod's page (with your permission of course). Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 28, 2017 Share Posted June 28, 2017 Ok. I will start with that what you want is absolutely doable but not with the way you think. You can play animation only on objectreferences, so that's not the way you go, as armors in player inventory mostly don't have references. Also we cannot dynamically change nif file paths with current version of F4SE, it's possible with SKSE though. First idea which comes to my mind is that you make two versions of googles, one over eyes and one on forehead and you equip/unequip them when needed.Zipping/unzipping may be a bit trickier as main suit may have modifications. I can give you a script but lets just wait what script stonefisher comes up with. Maybe his approach will be better. Link to comment Share on other sites More sharing options...
r00stafarian Posted June 28, 2017 Author Share Posted June 28, 2017 Ok. I will start with that what you want is absolutely doable but not with the way you think. You can play animation only on objectreferences, so that's not the way you go, as armors in player inventory mostly don't have references. Also we cannot dynamically change nif file paths with current version of F4SE, it's possible with SKSE though. First idea which comes to my mind is that you make two versions of googles, one over eyes and one on forehead and you equip/unequip them when needed.Zipping/unzipping may be a bit trickier as main suit may have modifications. I can give you a script but lets just wait what script stonefisher comes up with. Maybe his approach will be better. Hmm. I just assumed that with Skyrim follower mods changing/equipping outfits based on certain circumstances that it could also be done in Fallout 4. I'm pretty sure you can animate nifs (like rotate) since the Pipboy nif has animations plus the gattling gun has animations as well based on different triggers. I have separate meshes/nifs for both zipped and unzipped suits as well as headband on top of head and over eyes currently. It would be cool to see the goggles move as the rotate down (like they're motorized) as soon as gun is drawn not just flipping/equipping between two meshes/nifs: over eyes and on top of head. We'll see what stonefisher comes up with. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 28, 2017 Share Posted June 28, 2017 I am not saying you can't animate nifs. Of course you can, you just can't play it on player inventory item if it doesn't have reference. Link to comment Share on other sites More sharing options...
stonefisher Posted June 28, 2017 Share Posted June 28, 2017 @r00stafarian I would suggest making them pre attached object mods e.g. you have a goggle with no mesh installed and when you craft it it has a goggle down mesh and a goggle up mesh which are object mods. This would make it alot easier scripting and to maintain attached mods and armour name. @shavkacagarikia thats annoying about the references. I had hoped it would have generated a ref ID for equipped items. I have yet to find a ObjectReference Script for when a weapon is drawn or a form script to tell me the time in game or how bright the world is. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 28, 2017 Share Posted June 28, 2017 (edited) There is no event for weapon draw/sheathe, but there are animation events for them. You will have to do it with onanimationEvent checking weaponDraw and weaponSheathe anim events. Edited June 28, 2017 by shavkacagarikia Link to comment Share on other sites More sharing options...
stonefisher Posted June 28, 2017 Share Posted June 28, 2017 ah, cool thx Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 28, 2017 Share Posted June 28, 2017 (edited) Also, I don't think OMOD way is the best option. Attachmod function requires reference of the item you want to call it on as well. There is also attachModToInventoryitem but it will fail if you have more than one of such item in inventory. Edited June 28, 2017 by shavkacagarikia Link to comment Share on other sites More sharing options...
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