shavkacagarikia Posted July 1, 2017 Share Posted July 1, 2017 seems correct. now author should test it. Link to comment Share on other sites More sharing options...
stonefisher Posted July 1, 2017 Share Posted July 1, 2017 hmm. dousnt compile: Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "CGXAM_GhostGoggles.psc"...H:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(30,0): mismatched input 'EndEvent' expecting ENDIFH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(45,0): mismatched input 'endEvent' expecting ENDIFH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(47,28): no viable alternative at input 'akBaseObject'H:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(47,69): required (...)+ loop did not match anything at input ')'No output generated for CGXAM_GhostGoggles.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on CGXAM_GhostGoggles.psc Link to comment Share on other sites More sharing options...
r00stafarian Posted July 1, 2017 Author Share Posted July 1, 2017 I just learned how to do animations in Fallout using Nifscope. I wonder if this can be used instead of two different nif files?There are two animation sequences: "OnForehead" (animates visor going on forehead) and "OverEyes" (animates visor going over eyes). The gif above shows the animations back to back.You can download the nif here to play with. (removed the head mesh)Yes it's possible. But you haven't provided textures so model is just invisible in ck so I cannot mess with it. Also problem probably will be that after animation is played mesh returns to start position. can you add two more states for it? One on forehead and other for over eyes. they will be called after animation call to make sure glasses stay at corrent place. The textures are located on my mods page (main file here including all the armors and goggles meshes/textures). I can provide a separate download link just for the goggles textures if the main file is too big. Also, I have made the animations in CLAMP mode (think not continuous) and are the same way doors are animated in game. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted July 1, 2017 Share Posted July 1, 2017 hmm. dousnt compile: Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "CGXAM_GhostGoggles.psc"...H:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(30,0): mismatched input 'EndEvent' expecting ENDIFH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(45,0): mismatched input 'endEvent' expecting ENDIFH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(47,28): no viable alternative at input 'akBaseObject'H:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(47,69): required (...)+ loop did not match anything at input ')'No output generated for CGXAM_GhostGoggles.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on CGXAM_GhostGoggles.psc you are missing endif inside isweapondrawn== true. Also missing two more endifs inside onanimation event. Link to comment Share on other sites More sharing options...
stonefisher Posted July 1, 2017 Share Posted July 1, 2017 Well tried this script Scriptname CGXAM_GhostGoggles extends ObjectReference Armor Property CGXAM_CourserGhostX92Goggles Auto Keyword property CGXAMGhostX92GogglesDown auto Keyword property CGXAMGhostX92GogglesUp auto Keyword property CGXAMGhostX92GogglesPulsingDown auto Keyword property CGXAMGhostX92GogglesPulsingUp auto ObjectMod Property CGXAM_mod_CourserGhostX92GogglesDown Auto ObjectMod Property CGXAM_mod_CourserGhostX92GogglesUp Auto ObjectMod Property CGXAM_mod_CourserGhostX92GogglesPulsingDown Auto ObjectMod Property CGXAM_mod_CourserGhostX92GogglesPulsingUp Auto Event OnItemEquipped(Form akBaseObject, ObjectReference akReference) RegisterForAnimationEvent(game.getplayer, "weaponDraw") RegisterForAnimationEvent(game.getplayer, "weaponSheathe") if (Game.getplayer().IsWeaponDrawn() == true) If (Game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesUp)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesDown) ElseIF (Game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesPulsingUp)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown) EndIf ElseIF (Game.getplayer().IsWeaponDrawn() == false) If (Game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesDown)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesUp) ElseIF (Game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesPulsingDown)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown) EndIf EndIf EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) if (akSource == Game.GetPlayer()) && (asEventName == "weaponDraw") If (game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesUp)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesDown) ElseIF (game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesPulsingUp)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown) EndIf ElseIf (akSource == Game.GetPlayer()) && (asEventName == "weaponSheathe") If (game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesDown)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesUp) ElseIF (game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesPulsingDown)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingUp) EndIf EndIf endEvent Event OnItemUnequipped(Form akBaseObject, ObjectReference akReference) UnregisterForAnimationEvent(game.getplayer, "weaponDraw") UnregisterForAnimationEvent(game.getplayer, "weaponSheathe") EndEvent and got these errors now. Something else it dousnt like. Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "CGXAM_GhostGoggles.psc"...H:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(16,32): a property cannot be used directly on a type, it must be used on a variableH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(16,32): getplayer is not a property on script game or one of its parentsH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(17,32): a property cannot be used directly on a type, it must be used on a variableH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(17,32): getplayer is not a property on script game or one of its parentsH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(15,0): new event onitemequipped cannot be defined because the script is not flagged as nativeH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(50,34): a property cannot be used directly on a type, it must be used on a variableH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(50,34): getplayer is not a property on script game or one of its parentsH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(51,34): a property cannot be used directly on a type, it must be used on a variableH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(51,34): getplayer is not a property on script game or one of its parentsH:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\CGXAM_GhostGoggles.psc(49,0): new event onitemunequipped cannot be defined because the script is not flagged as nativeNo output generated for CGXAM_GhostGoggles.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on CGXAM_GhostGoggles.psc Link to comment Share on other sites More sharing options...
shavkacagarikia Posted July 1, 2017 Share Posted July 1, 2017 (edited) Missing () on getplayer when registeringforanimevent. Also I have commented something similar on your different post, You cannot use onitemequipped and onitemunequipped on script that extends objectreference, they are Actor script events. Use onEquipped() and onUnEquipped() instead. Edited July 1, 2017 by shavkacagarikia Link to comment Share on other sites More sharing options...
stonefisher Posted July 1, 2017 Share Posted July 1, 2017 Well, just tested the script posted below, the googles go to the right position depending if the weapon is drawn or not when equipped but it does not change when i draw and sheathe my weapon. I think there is something wrong with the animation event bit. Cant spot the problem myself so far... Scriptname CGXAM_GhostGoggles extends ObjectReference Armor Property CGXAM_CourserGhostX92Goggles Auto Keyword property CGXAMGhostX92GogglesDown auto Keyword property CGXAMGhostX92GogglesUp auto Keyword property CGXAMGhostX92GogglesPulsingDown auto Keyword property CGXAMGhostX92GogglesPulsingUp auto ObjectMod Property CGXAM_mod_CourserGhostX92GogglesDown Auto ObjectMod Property CGXAM_mod_CourserGhostX92GogglesUp Auto ObjectMod Property CGXAM_mod_CourserGhostX92GogglesPulsingDown Auto ObjectMod Property CGXAM_mod_CourserGhostX92GogglesPulsingUp Auto Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() RegisterForAnimationEvent(game.getplayer(), "weaponDraw") RegisterForAnimationEvent(game.getplayer(), "weaponSheathe") if (Game.getplayer().IsWeaponDrawn() == true) If (Game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesUp)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesDown) ElseIF (Game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesPulsingUp)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown) EndIf ElseIF (Game.getplayer().IsWeaponDrawn() == false) If (Game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesDown)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesUp) ElseIF (Game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesPulsingDown)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown) EndIf EndIf EndIf EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) if (akSource == Game.GetPlayer()) && (asEventName == "weaponDraw") If (game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesUp)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesDown) ElseIF (game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesPulsingUp)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingDown) EndIf ElseIf (akSource == Game.GetPlayer()) && (asEventName == "weaponSheathe") If (game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesDown)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesUp) ElseIF (game.getplayer().wornhaskeyword(CGXAMGhostX92GogglesPulsingDown)) Self.AttachMod(CGXAM_mod_CourserGhostX92GogglesPulsingUp) EndIf EndIf endEvent Event OnUnequipped(Actor akActor) if akActor == Game.GetPlayer() UnregisterForAnimationEvent(game.getplayer(), "weaponDraw") UnregisterForAnimationEvent(game.getplayer(), "weaponSheathe") EndIf EndEvent Link to comment Share on other sites More sharing options...
stonefisher Posted July 2, 2017 Share Posted July 2, 2017 (edited) Well corrected the typo here and still dousnt work :sad: RegisterForAnimationEvent(game.getplayer(), "weaponDraw") Also tried using: BeginWeaponDraw and BeginWeaponSheathe And also tried WeaponDraw instead of WeaponDrawn cause of a website listing animations. Edited July 2, 2017 by stonefisher Link to comment Share on other sites More sharing options...
shavkacagarikia Posted July 2, 2017 Share Posted July 2, 2017 Hmm can't spot what's a problem. Correct event names are "weaponDraw" and "weaponSheathe" I'm sure as I have used them in the past. I have script which plays needed nif animation based on weapon state. Just can't test it as .nif which author had provided has problem and is invisible. We can continue messing with this omod swap method, but as author prefers animation play, let's wait until he fixes that nif. Link to comment Share on other sites More sharing options...
stonefisher Posted July 2, 2017 Share Posted July 2, 2017 He has put the missing components in this forum thread i believe. https://forums.nexusmods.com/index.php?/topic/5774852-need-help-getting-an-animated-outfit-to-show-in-the-ck/ Yeah I tired with the correct "weaponDraw" and "weaponSheathe" event names as well as the "BeginWeaponDraw" and "BeginWeaponSheathe" event names. I have found an animation logging script on the bethesda forums which I asked about here: https://forums.nexusmods.com/index.php?/topic/5776932-animation-log-script/but cannot work out how to use. I was hoping to find out what events were happening from it. Link to comment Share on other sites More sharing options...
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