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Clothes on monsters


SirDanest

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They can, but if you don't make them two entities, that would look as if they both were always saying the lines all the time. You'd need special data for the lips as well in that case. If that's already been done for the two-headed monsters that you want to make talk, then great, but what determines which head talks would be a bit complex.

Edited by EPDGaffney
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Binding? Not sure what you mean. But you can certainly force animations, yeah. If you're not planning on using this for moving an actor from one place to another, it's relatively simple. Otherwise, if you do want to use it for locomotion, it's a little similar to scripting AI from scratch, which is doable but a lot of work and potentially a performance hit.

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B

 

Binding? Not sure what you mean. But you can certainly force animations, yeah. If you're not planning on using this for moving an actor from one place to another, it's relatively simple. Otherwise, if you do want to use it for locomotion, it's a little similar to scripting AI from scratch, which is doable but a lot of work and potentially a performance hit.

Binding, as in taking prisoners with handcuffs or the like. They go into a laying or kneeling position.
Would it be possible to create something reasonbly simple that would force a walking animation like the one used for injured legs? I wouldn't mind seeing my severely over-encumbered character walking differently.
I can see some npc ghouls moving slowly -- many ghouls used to be slow, back in the early fallouts.

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Ah, that kind of binding. You need to set the appropriate idle animation (via script, AI Package, or dialogue filters like with the SmokerFaction) and then use this function:

https://geckwiki.com/index.php/SetRestrained

 

To my knowledge, locomotion can't be manipulated that way save on base forms, meaning that you could change your animation on exceeding your carry weight but then every NPC would have that animation for walking. If there's a way to avoid that, I don't know it. What you may be able to do is to cripple the player's legs to force the _Hurt animations. It would take a lot of little refinements to make it feel nice to play with, though. I suppose through some advanced scripting, specifically for the player, you can set some events for when the motion controls are being used and any time the player is overencumbered, make them these buttons trigger different animations instead of actually technically 'moving', from the engine's perspective. It would be a fairly complex task if you're not used to scripting, and that's just a general blueprint, so there may be some trouble we'd run into. But if you do embark on such a journey, I'll help you through it and I don't doubt we could make that work in some way.

 

There's already a mod that makes the ghouls walk. It may be for Fallout 3, though. I don't know how it was handled but an easy way is to copy all the ghoul walking animations over the running ones but keep the running animation names so that the engine knows to look at them. The other way is to script it, which is acceptable if you're trying to do it for all instances of the base form. Unlike with the player, I don't know of a way to check when the ghoul is trying to move forwards or backwards or whatever and to make it play an animation instead of actually moving. Which in this case I think would be fine for you because you're trying to make them all slow anyway.

 

Edit: Just realised you said 'NPC ghouls'. Everything I said would not apply there unfortunately. I don't think there's a way to force NPCs to walk during combat, though you can force them to walk in most other situations.

Edited by EPDGaffney
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This was ultimately for me about learning about how to add some variety to feral ghouls. I had some specific outfits in mind, that led to blinder.

The other way was to take npc ghouls and make them act more like ferals -- and so I start pondering animation; the "injured legs" movement is interesting for that purpose, but I guess it can't be forced on an npc.

The game certainly has the ability to dismember on death or injure on hit, so I can't help but wonder if a npc could _start_ with a dismembered state, say, missing an arm. I can picture a humanoid robot that has its cpu in the torso could also survive having its head blown off.

But I suspect that dismemberment only happens as a result of death in combat, or at least there's nothing in the geck to inflict it on the living npc. Although, how interesting if I'm wrong on that one... fallout 4 has a live dismemberment mod and ghouls can survive in fallout 4 with an arm blown off. Different engine though.

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To force the injured leg movement on an NPC, just do soemthing like this:

MyNPCREF.SetActorValue LeftMobilityCondition 0
MyNPCREF.SetActorValue RightMobilityCondition 0

 

When you want them to walk normally, you need to reset the mobilityconditions to 100:

MyNPCREF.SetActorValue LeftMobilityCondition 100
MyNPCREF.SetActorValue RightMobilityCondition 100

 

You can dismember a living NPC through a script, but the only way to do it also kills the NPC since you have to use the kill function to do it. There's no way to have the NPC be living and dismembered. I guess technically you could if you created a custom body and some custom animations to go with it, but there's no direct support for it in FNV as there is in FO4.

 

So if you want a robot that is missing an arm or has its head blown off, you have to create a custom robot creature (or humanoid race if you want it to be an NPC) where it already has its missing arm or has its head blown off.

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There's a youtube video of someone shooting off Boone's head -- and then making him essential before his body hits the ground. He gets back up, with a bloody stump for a neck and no head. :wink:
I'm assuming that even with the most mobile of dancing animations, the person is still basically considered "stationary" and not walking or running.
And I'm also assuming that the "grab" function can never be used on a living thing, or by an npc? I've never seen either happen even in all the mods I've used.

Edited by SirDanest
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You can force the crippled leg animations the way mongo said as long as you accept that they will indeed have crippled legs. But that does make it specific to that ghoul or NPC or actor in general.

 

As for live dismemberment, it's up to you to test for glitches but here:

https://geckwiki.com/index.php/DismemberLimb

 

Remember when I said you could just search through the functions on the wiki? Using 'dismember' or 'limb' would have got you that. Because ghouls can't use weapons, you can blow off an arm with no problems. Otherwise they would use the same weapon animations and stuff might float, which is what would happen if you did this with an NPC without taking further measures to prevent it. I do think that the limb would still be available in VATS unfortunately.

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Ah, thanks. I'll try to check the wiki more, I made the assumption of just assuming and then whinging/lamenting that live dismemberment was completely impossible in the NV engine. I should have checked first. ;)
It's possible that the in-game pipboy VATs programming genuinely can't recognize missing limb, I suppose Fallout computers have had stranger glitches. ;)
So, npc amputees/injury victims in a clinic would be possible, as world work as long as they weren't given weapons/couldn't use weapons? Interesting.

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