coreyd86 Posted July 29, 2018 Share Posted July 29, 2018 This seems like it should be easy. I have a mod that adds a bunch of poses to call a pose in game you do playidle a-acr10 for example How would I call that in my script? what would I need to be able to rungame.getplayer().playidle(a-acr10)? how do the hkx files get connected to the script files? Link to comment Share on other sites More sharing options...
coreyd86 Posted July 30, 2018 Author Share Posted July 30, 2018 (edited) Here is what I have: I've linked the property Actor npc = CommandRecievergame.getplayer().PlayIdle(m37)npc.PlayIdle(m37) I can run from console playidle(m37) but my script is not working... Edited July 30, 2018 by coreyd86 Link to comment Share on other sites More sharing options...
langnao Posted July 30, 2018 Share Posted July 30, 2018 You probably have to overwrite/separate your default idle pose thru animation Subgraphs (https://www.creationkit.com/fallout4/index.php?title=Subgraphs) with a different animation keywords for each of your idle poses. Use script to add the different keyword to your player/npc (actor.addkeyword) and then reload the animation subgraphs (AttemptAnimationSetSwitch()) . There is a catch. For player, after reload the animation subgraph, you need to enter/exit pipboy or fast travel for the new animation to take effect ... Another way you can probably add all the animations as idle animations thru CK -> Gameplay -> Animations , under LOOSE. You can call these animations thru script. This works for NPC. It should work for player character too. Link to comment Share on other sites More sharing options...
coreyd86 Posted July 30, 2018 Author Share Posted July 30, 2018 You probably have to overwrite/separate your default idle pose thru animation Subgraphs (https://www.creationkit.com/fallout4/index.php?title=Subgraphs) with a different animation keywords for each of your idle poses. Use script to add the different keyword to your player/npc (actor.addkeyword) and then reload the animation subgraphs (AttemptAnimationSetSwitch()) . There is a catch. For player, after reload the animation subgraph, you need to enter/exit pipboy or fast travel for the new animation to take effect ... Another way you can probably add all the animations as idle animations thru CK -> Gameplay -> Animations , under LOOSE. You can call these animations thru script. This works for NPC. It should work for player character too. Yeah I went with the second option. I am just calling it by it's form id. Some of this can be a little frustrating as I'm never sure if I'm doing stuff inefficently... well once I post my mod hopefully people will like it enough to rip it to shreds lol. Thanks for the info! Link to comment Share on other sites More sharing options...
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