Veyond Posted September 3, 2018 Share Posted September 3, 2018 I would like to know if this is possible, and if so, how. I'm trying to loop the grain wheel animation because it currently does one revolution and exits the crafting menu added by the Grind stuff mod (https://www.nexusmods.com/skyrimspecialedition/mods/4922). Help is appreciated. Link to comment Share on other sites More sharing options...
fore Posted September 4, 2018 Share Posted September 4, 2018 Turning the single_play animation into a looping one is a simple parameter in node #3237 of mt_behavior.hkx. But that's only the beginning of a challenge. Because there are two problems arising. During the single-play two events are sent close to the beginning and the end of this animation. For a looping animation this is not possible. These events need to be sent differently, either by a script, or by some behavior construct. Since this is a standard animation you need to make an optional path in the behaviors for the custom execution.And making behavior changes is an art only very few can master. If this custom grain wheel animation is meant for the player only, you could try to define that as a custom furniture animation with FNIS. But even then it could turn out problematic. There are some interactions with an actor ("slave") and a "PathTweener" which I didn't understand right away. Link to comment Share on other sites More sharing options...
Veyond Posted September 6, 2018 Author Share Posted September 6, 2018 Turning the single_play animation into a looping one is a simple parameter in node #3237 of mt_behavior.hkx. But that's only the beginning of a challenge. Because there are two problems arising. During the single-play two events are sent close to the beginning and the end of this animation. For a looping animation this is not possible. These events need to be sent differently, either by a script, or by some behavior construct. Since this is a standard animation you need to make an optional path in the behaviors for the custom execution.And making behavior changes is an art only very few can master. If this custom grain wheel animation is meant for the player only, you could try to define that as a custom furniture animation with FNIS. But even then it could turn out problematic. There are some interactions with an actor ("slave") and a "PathTweener" which I didn't understand right away. I appreciate it but I think that's a little above my skill level. Link to comment Share on other sites More sharing options...
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