KhaozHydra Posted October 8, 2019 Share Posted October 8, 2019 It seems impossible to add and/or modify animations for skyrim se. I have been wanting to simply add attacks to an actor that has none using chicken as an example. One animation I picked was the idle_fullbody3.hkx (standing pecking) animation as a placeholder melee attack. Another animation was idle_fullbody2.hkx (scratching) animation for maybe spellcasting later on. since there is no way to unpack and alter behaviors maybe I could use actor scripts to make the chicken 'attack'. A few line ideas were. Actor GetCombatTarget ()Float GetActorBaseValue (health)Bool PlayIdle(idle_fullbody3.hkx)DamageActorValue(health, 10) Not sure how to organize the script and set values. Also probably unable to apply combatsyles or lvling data with scripting... Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 9, 2019 Share Posted October 9, 2019 I thought FNIS was the way to add animations into the game. There should be plenty of documentation with it that explains what is and is not possible. Link to comment Share on other sites More sharing options...
KhaozHydra Posted October 9, 2019 Author Share Posted October 9, 2019 I think FNIS is more for new animations? I guess if someone made custom chicken attacks FNIS would come in handy. Thus far the only thing I can think of at the moment is to script a chicken 'attack' but unfortunately I can't seem to get the script to compile as I keep getting syntax errors around my if statements despite typing from the creation kit tutorials exactly. Here's my script: ScriptName test extends ObjectReference Actor Property PlayerREF Autoint Function GetCombatState() nativeObjectReference Property CurrentTarget Autobool Function PlayIdleWithTarget(Idle Idle_Fullbody3, ObjectReference CurrentTarget) nativeFunction DoCombatSpellApply(Spell Peck, ObjectReference CurrentTarget) native CurrentTarget GetCombatState()If (CurrentTarget GetCombatState() == 1); EndIf If ( Game.GetPlayer().GetCombatState() == 1 ) Actor.PlayIdleWithTarget(Idle, CurrentTarget);Actor.DoCombatSpellApply(Peck, CurrentTarget);Else EndIf This is the compile error I receive: C:\Program Files\Notepad++>cd "C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source" C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source>"C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Papyrus Compiler\PapyrusCompiler" "test.psc" -f="TESV_Papyrus_Flags.flg" -i="C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Papyrus Compiler\..\Data\Scripts\Source" -o="C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Papyrus Compiler\..\Data\Scripts"Starting 1 compile threads for 1 files...Compiling "test"...C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\test.psc(9,28): no viable alternative at input '('C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\test.psc(9,28): required (...)+ loop did not match anything at input '('C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\test.psc(10,32): required (...)+ loop did not match anything at input '('C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\test.psc(10,4): script variable GetCombatState already definedNo output generated for test.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on test.psc C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source>pausePress any key to continue . . . Link to comment Share on other sites More sharing options...
fore Posted October 9, 2019 Share Posted October 9, 2019 You are so far from reality that it doesn't make sense to help you make your script run. For example "Actor.PlayIdleWithTarget(Idle, CurrentTarget);"What "Idle"? PlayIdleWithTarget requires a 2-actor animation, like they are used for example in (cinematic) kill animations and hug. Those animations are very specific in creation, and have to be integrated into the game's behavior files for both character and chicken. But there are none so far. And doing that is something no one ever has even tried. Generally it is EXTREMELY hard to add anything into behaviors, since we have no tool to do so. And modifying the existing behavior structure requires changing the internal data. Which luckily can be converted into xml, but is otherwise totally undocumented. You probably can try something that is based on idle animations, and simulate the rest by simulating combat events and data changes. But you would still need animation definitions (which can be using existing animation files though). This has to be done using FNIS (or something similar). Because you cannot use the existing animation behavior. All animations are activated via behavior events, and there are no events that only call attack animations. Or maybe not even a simple peck. Because all combat animations are integrated into some state machines, and if you simply use existing event you have a good chance that they wont do anything (since the whole combat setup is missing), or will cause unexpected side-effects. Link to comment Share on other sites More sharing options...
KhaozHydra Posted October 9, 2019 Author Share Posted October 9, 2019 Mmmkay so I'll probably start with downloading and messing with FNIS. Alot of mods need it to run anyways. -_-' Link to comment Share on other sites More sharing options...
KhaozHydra Posted October 12, 2019 Author Share Posted October 12, 2019 Mmmkay I am feeling like an utter doofus. Still failing to add animations to chicken. Been studying the FNIS for Modders from the oldrim files and the BehaviorObject.txt that came with FNIS SE and have no clue what I am doing wrong, When I try to rename the .txt using FNIS_<mod>_<creature>_List.txt. It won't generate giving me an error the file folder doesn't match the .txt (ex: BattleChicken/FNIS_BattleChicken_chicken_List.txt) So I change the file name and it generates but doesn't add to chicken. I have creatures installed through MM so I am wondering if I need all FNIS files installed manually to properly use it to mod. When I leave the .txt as FNIS_BattleChicken_List.txt generates fine but still having trouble applying to chicken. Thinking maybe my .txt is wrong? Probably am failing to type the right EventAmin....I just feel stupid...b -AVIsAttacking,bsa,k attackRelease melee_attackchkn.hkxb -AVbCastReady,bsa,k MLh_SpellRelease_Event magic_castchkn.hkx Link to comment Share on other sites More sharing options...
fore Posted October 12, 2019 Share Posted October 12, 2019 You cannot simply add new races. Chicken is chicken, not "Battlechicken". And you are using vanilla events and animation variables. I don't know what happens if you define a SECOND "attackRelease", for example. But in general, FNIS animations for creatures (and the b and s animations for character as well) are IDLES. Meaning that they can be played when the actor has nothing else to do. They are in no way intended to interfere with the game's behavior graph. And that's what you apparently try to do. Link to comment Share on other sites More sharing options...
KhaozHydra Posted October 12, 2019 Author Share Posted October 12, 2019 Okay then. I guess I will have to wait until there is a way to edit behaviors without breaking game lol. Until then I give up making mods for a bit. Can't even figure out how to add a humanoid race based off dark elves despite designed meshes and textures. Maybe modding just isn't for meh. =p Link to comment Share on other sites More sharing options...
Recommended Posts