NickaNak Posted December 9, 2017 Share Posted December 9, 2017 Hey, so I've been messing around with behaviour files and trying to get new weapon types in game, I've got some of the behaviour files stuff done and sortedI'm having issues with Skyrim applying the unassigned weapon type in game, I'm figuring Bethesda put a cap on the value In Xedit, I got the AnimationType set to 13, 12 being crossbows, Xedit saves this and reloads this value but ingame the value is seen as 0(unarmed), I'm wondering if anyone knows if the AnimationType int is editable anywhere in the files, or if there's a way to remove the the cap from it, I've had a look around and haven't found much which leads me to believe I'm out of luck with this as this may be hard coded, so a different approach seems like the way to go :/ Link to comment Share on other sites More sharing options...
fore Posted December 10, 2017 Share Posted December 10, 2017 What did you do with behavior files? If you look closely (for example in 1hm_behavior.hkx) you will see a lot of state machines with exactly 13 branches, representing the 13 different equip types. So if you want a 14th type, you need to add data there. And that'S only the beginning. :) So yes, it is hard coded. Link to comment Share on other sites More sharing options...
NickaNak Posted December 10, 2017 Author Share Posted December 10, 2017 That's exactly what I've done :) I added the extra branches to the relevant state machines along with all the needed events and blends with custom placeholder animationsLike you said it's hard-coded, in game it just recognises any weapon above 12 as 0 :/ Thanks again for looking at this Link to comment Share on other sites More sharing options...
fore Posted December 10, 2017 Share Posted December 10, 2017 But using the first branch is exactly the how the behavior files act when they get a condition that is bigger than expected. I hardly remember places where Beth has made unnecessary checks. That's why they CTD so often. :) I don't know which "AnimationType" you talk about. But you probably have seen the 2 variables iLeftHandType and iRightHandType. They control the behaviors. And they are set by the engine. I doubt that there is any Papyrus involved. So the only guys that can change something about it are the SKSE folks. But as I said, that's only the beginning. But I can offer you another solution. And that's the FNIS Alternate Animations. They allow you to play alternate animation files depending on animation variables. Thats how PCEA2 works, or the XPMSE equip animations. There is even an example script coming with the FNIS download. That changes the animations as soon as specific weapon (for example a katana) is drawn. Link to comment Share on other sites More sharing options...
NickaNak Posted December 11, 2017 Author Share Posted December 11, 2017 The "AnimationType" Int I mentioned is within a weapon's DNAM data, it allows you to pick Sword anims, Staff anims, Crossbow anims etc.It appears both the "iRightHandType" and "iLeftHandType" get their value from this "AnimationType" intI can manually set iRightHandType and iLeftHandType to whatever number I want in the Behaviour files and the game will play the correct animation based off of this new value, which is kinda alright I love FNIS and I love how you made it possible for animators to work within Skyrim, I was trying to avoid using FNIS because I wanted to explore behaviour files, with behaviour files it seems possible to implant crouch sliding, a form of shield surfing, some kinda of dodging, attacking while jumping, aimed melee\magic combat At the end of all this I'll probably use FNIS, as like you said it's more flexible, provides more options and is a lot easier to work with Thanks again for looking and replying to this, I appreciate your time :D Link to comment Share on other sites More sharing options...
Recommended Posts