MaxFrost83 Posted April 9, 2019 Share Posted April 9, 2019 (edited) Hi all, So I'm working on a survival cave player home and am nearly finished.The final piece of the puzzle is to have a unique power system. Part of this system is to have an npc like a feral ghoul or molerat run on a conveyer belt, providing power to the cave. I have it all working, the conveyer belt is working and the actual power is provided by a switchbox (it was the best choice and in game it looks as if the conveyer is doing it the way I set it up). I have one problem though and I hope someone here can help me out. I can't seem to get the npc to stay in place while running. Matter of fact he just stands still and as soon as the conveyer belt is turned on he goes backwards and falls off. I've tried idle markers and messed around with the ai package a bit but it doesn't seem to have any effect. Now I want to make this mod available to all platforms including ps4 (the only way for me to play and test fo4 until I saved up for a good game pc) so I can't use custom scripting. Can someone help me out with this? Edited April 9, 2019 by MaxFrost83 Link to comment Share on other sites More sharing options...
hereami Posted April 23, 2019 Share Posted April 23, 2019 (edited) Hah, nice : ) Companions love doing such things. I'd suggest an idle marker, but you've tried, i see. What was the exact anim btw? I used once OutroWalk, but not for markers, it's for human and specifically purposed, not sure how to force essential subgraph movement anims. That's interesting, what happens if to attach movement anim to an idle marker - do they move forward or not? If do, an obstacle may be placed in front. But if they move in principle, may lose contact with marker? Possibly, it can be made a furniture, which forces to play an Idle (gonna be infinite, no way to stop?), also quite complicated, i only found one suitable script DefaultAliasReadWhileSittingScript, requires a quest. Edited April 23, 2019 by hereami Link to comment Share on other sites More sharing options...
Hoamaii Posted April 23, 2019 Share Posted April 23, 2019 Not sure if that suits your needs, but while working on an animation mod, I used: akActorRef.SetRestrained() and that seemed to glue the actors to the spot I wanted them to stick to - never tried to have Human NPC run in place, but it (accidentally while testing) sure worked on Dogmeat who kept playing the running animation while not moving forward. In fact, using akActorRef.SetGhost() right after restraining it worked even more reliably (though I never figured out exactly what SetGhost() does - perhaps disable their collision threshhold? Just don't forget to reverse the process when you're done, with: akActorRef.SetGhost(false)akActorRef.SetRestrained(false) Link to comment Share on other sites More sharing options...
DaveDelorean Posted April 24, 2019 Share Posted April 24, 2019 Not sure if that suits your needs, but while working on an animation mod, I used: akActorRef.SetRestrained() and that seemed to glue the actors to the spot I wanted them to stick to - never tried to have Human NPC run in place, but it (accidentally while testing) sure worked on Dogmeat who kept playing the running animation while not moving forward. In fact, using akActorRef.SetGhost() right after restraining it worked even more reliably (though I never figured out exactly what SetGhost() does - perhaps disable their collision threshhold? Just don't forget to reverse the process when you're done, with: akActorRef.SetGhost(false)akActorRef.SetRestrained(false) It's me, I just decided to change name for my mod releases. This actually sounds like a good one. I will try it out first thing tomorrow. I have never worked with these types though, are these scripts or separate files? Link to comment Share on other sites More sharing options...
DaveDelorean Posted April 24, 2019 Share Posted April 24, 2019 (edited) @hereamiI will also try this, thank you :smile: Edited April 24, 2019 by DaveDelorean Link to comment Share on other sites More sharing options...
Hoamaii Posted April 24, 2019 Share Posted April 24, 2019 These are script functions. Means you'll need a script, which you can either attach to your actor with a quest, or to your conveyor belt if it's some sort furniture, or even to a trigger box. It all depends on how your ghoul/contraption system works. Link to comment Share on other sites More sharing options...
hereami Posted April 24, 2019 Share Posted April 24, 2019 (edited) nvm Edited April 24, 2019 by hereami Link to comment Share on other sites More sharing options...
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