trashgarbage666 Posted September 23, 2018 Share Posted September 23, 2018 (edited) The model I'm using for my container is the same as the wooden cabinet next to the sink in Doc Mitchell's kitchen. It comes in two parts: dlc04shackcabinet01door - The cabinet doorsdlc04shackcabinetnodoors - The cabinet interior The part I'm using for my container is the doors. Whenever the container is activated, it does a very lengthy opening animation before showing the contents of the container to the player. Not only is it tedious to sit through, but there is no open / close sound appropriate for an animation that long. I'm hoping someone here knows how to disable the animation or interrupt it via script. In an OnActivate Player script block, I've tried stopping the animation with SkipAnim, and interrupting it by playing some other animation like PlayGroup Forward 0. Nothing's worked so far. Edited September 23, 2018 by punchbattle Link to comment Share on other sites More sharing options...
dubiousintent Posted September 23, 2018 Share Posted September 23, 2018 Not something I am familiar with, but have you seen 'TIP: Animation Exporting' in the "Animation" section of the wiki "Getting started creating mods using GECK" article? Reading into that, it would seem you need to look at the "animation text string" in NifSkope. I expect you can adjust the timing there as well. -Dubious- Link to comment Share on other sites More sharing options...
trashgarbage666 Posted September 23, 2018 Author Share Posted September 23, 2018 I haven't, actually! I'm positive I could fix the problem in NifSkope, but one of my major goals with this mod is to keep it as plug and play as possible. If I fix the cabinet in NifSkope, that's one more file I have to include with the .ESP. (As far as I'm aware, anyway.) Link to comment Share on other sites More sharing options...
rickerhk Posted September 24, 2018 Share Posted September 24, 2018 I'm assuming you made an activator using the static model. On the script for the door, in the 'On Activate' block, Activate another container in the Cell, or a remote cell. Do not activate the door itself. The Footlocker01Empty container works well for remote containers. This is an example of the 'on activate' block of your dlc04shackcabinet01door: BEGIN ONActivate Player MYRemoteContainerREF.Activate Player END Link to comment Share on other sites More sharing options...
trashgarbage666 Posted September 24, 2018 Author Share Posted September 24, 2018 And your assumption would be correct! While activating a remote container would totally work, I plan on placing lots of these cabinets, possibly hundreds. (It's for an overhaul mod.) If I used this method, each cabinet in the game would have to have a unique script to activate a unique remote container. That would be a lot of work! Unfortunately, I think I may be stuck with these long opening animations. Or I could just make the cabinet interior be the container. But then the player might activate the cabinet whenever they're trying to activate something on the cabinet's surface. Both options are less than ideal, but it's better than nothing. By the way, thanks for telling me about that trick with Footlocker01Empty! That's pretty clever. :D Link to comment Share on other sites More sharing options...
Mktavish Posted September 25, 2018 Share Posted September 25, 2018 Since it is an OnActivate , make a perk with the entry point of Activate. Then pass that object in the condition field.And set a unique script in the result field. Might work ? Link to comment Share on other sites More sharing options...
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