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Any way to force a container to not animate when activated?


trashgarbage666

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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 doors

dlc04shackcabinetnodoors - 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 by punchbattle
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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-

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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.)

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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

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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

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