shavkacagarikia Posted July 10, 2017 Share Posted July 10, 2017 (edited) I have wrote a script real fast, See if this works Scriptname useAnimationOnPotionSCRIPT Extends ObjectReferenceimport gameimport utilityimport debug Actor Property PlayerREF AutoIdle Property AnimationToPlay Auto Event OnActivate(ObjectReference akActionRef)ÃÂ if(akActionRef == PlayerREF)ÃÂ ÃÂ ÃÂ InputEnableLayer movementLayer = InputEnableLayer.Create()ÃÂ ÃÂ ÃÂ wait(5.0) ;Wait a few seconds to make sure player has left inventoryÃÂ ÃÂ ÃÂ movementLayer.EnableMovement(false)ÃÂ ÃÂ ÃÂ PlayerREF.PlayIdle(AnimationToPlay)ÃÂ ÃÂ ÃÂ wait(1)ÃÂ ÃÂ ÃÂ movementLayer.EnableMovement(true)ÃÂ ÃÂ ÃÂ PlayerREF.RemoveItem(self, 1) ;remove 1 potion from player inventoryÃÂ endIfEndEventÃÂ ÃÂ No that, won't work. You cannot attach script directly on potion. You need to atach following script on magic effect that you then add to this potion.ÃÂ ÃÂ This will do what you want. Create a new magic effect with Effect Archetype - Script, Casting type of Fire and Forget and Delivery - self. Then add new script on it and paste following script there. Idle property myanimation Auto Potion property mypotion Auto Event Oneffectstart (actor akTarget, actor akCaster) akTarget.additem(mypotion,1,true) If(akTarget == game.getPlayer()) utility.wait(1.0) akTarget.PlayIdle(myanimation) EndIf EndEvent Don't forget to fill myanimation and mypotion properties with needed idle and potion forms.Then open your potioin and add that magic effect there. That's all.Mine will work I specifically said you can change parts of it to make it work for a potion. I just didnt have time to do a full testing with magic effects. I maybe had like 5 minutes to make the script before I had to leave Author said that he's not familiar with papyrus, so he cannot change parts of your code. It has wrong event and extra stuff which isn't needed, such as utility.wait, as playidle forces pipboy to close. Also if author calls animation file directly, that inputenablelayer is not needed as he can block player movement while animation is playing by calling dyn_activation, instead of dyn_activationAllowMovement anim event. Edited July 10, 2017 by shavkacagarikia Link to comment Share on other sites More sharing options...
meysamkhr Posted July 11, 2017 Author Share Posted July 11, 2017 (edited) Thank you DarkWolfModding and shavkacagarikiaI have two questions though: 1. Should I add the Idle to HumanRaceSubGraphData (Like weapon animations?) and if the answer is yes which category is for potions?Idle? 2. Is there a way to not specify the name of the potion in the script properties? because I want to attach my animation to 108 different potions and making 108 magic effects takes a lot of time. Edit:OK, adding it to the race menu didn't do anything Edited July 11, 2017 by meysamkhr Link to comment Share on other sites More sharing options...
shavkacagarikia Posted July 11, 2017 Share Posted July 11, 2017 (edited) Thank youÃÂ ÃÂ DarkWolfModdingÃÂ ÃÂ ÃÂ ÃÂ andÃÂ ÃÂ shavkacagarikiaI have two questions though:ÃÂ 1. Should I add the Idle to HumanRaceSubGraphData (Like weapon animations?) and if the answer is yes which category is for potions?Idle?ÃÂ 2. Is there a way to not specify the name of the potion in the script properties? because I want to attach my animation to 108 different potions and making 108 magic effects takes a lot of time.1) No, you add idle inside idle animations. That menu can be found under gameplay/animations. I suppose your idle is 3rd person, so look for raider root behavior graph, expand it, then add new child inside Loose section. Give it id, choose needed .hkx animation file and for anim event choose dyn_activation or dyn_activationAllowMovement if you want player to be able to move while idle is playing. 2) That potion property and line in script makes sure that you never ran out of the potion. If you don't specify the potion name in script then potion will be consumed on use like vanilla potions. Edited July 11, 2017 by shavkacagarikia Link to comment Share on other sites More sharing options...
meysamkhr Posted July 11, 2017 Author Share Posted July 11, 2017 Thank youÃÂ ÃÂ DarkWolfModdingÃÂ ÃÂ ÃÂ ÃÂ andÃÂ ÃÂ shavkacagarikiaI have two questions though:ÃÂ 1. Should I add the Idle to HumanRaceSubGraphData (Like weapon animations?) and if the answer is yes which category is for potions?Idle?ÃÂ 2. Is there a way to not specify the name of the potion in the script properties? because I want to attach my animation to 108 different potions and making 108 magic effects takes a lot of time.1) No, you add idle inside idle animations. That menu can be found under gameplay/animations. I suppose your idle is 3rd person, so look for raider root behavior graph, expand it, then add new child inside Loose section. Give it id, choose needed .hkx animation file and for anim event choose dyn_activation or dyn_activationAllowMovement if you want player to be able to move while idle is playing. 2) That potion property and line in script makes sure that you never ran out of the potion. If you don't specify the potion name in script then potion will be consumed on use like vanilla potions. Thanks I thought Idle animations is a normal category in the CK (just like FO4 Edit) :) My potions are consumable (Canteens) Link to comment Share on other sites More sharing options...
meysamkhr Posted July 11, 2017 Author Share Posted July 11, 2017 Awesome Thank you, Here I learned more in a few minutes than a day of searching the web and playing CK. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted July 11, 2017 Share Posted July 11, 2017  Thank youÃàÃàDarkWolfModdingÃàÃàÃàÃàandÃàÃàshavkacagarikiaI have two questions though:Ãà1. Should I add the Idle to HumanRaceSubGraphData (Like weapon animations?) and if the answer is yes which category is for potions?Idle?Ãà2. Is there a way to not specify the name of the potion in the script properties? because I want to attach my animation to 108 different potions and making 108 magic effects takes a lot of time.1) No, you add idle inside idle animations. That menu can be found under gameplay/animations. I suppose your idle is 3rd person, so look for raider root behavior graph, expand it, then add new child inside Loose section. Give it id, choose needed .hkx animation file and for anim event choose dyn_activation or dyn_activationAllowMovement if you want player to be able to move while idle is playing. 2) That potion property and line in script makes sure that you never ran out of the potion. If you don't specify the potion name in script then potion will be consumed on use like vanilla potions.  Thanks I thought Idle animations is a normal category in the CK (just like FO4 Edit) :) My potions are consumable (Canteens)If they are consumables, you can remove that Potion property and additem lines. I don't use FO4 edit so don't know what you mean by idle animations is a normal category Link to comment Share on other sites More sharing options...
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