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fallout 3 scirpting questions


scorpionkiller19

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Playing animations is a bit beyond my ken, but I'll tell you what I know...

 

1) As far as I know, you would have to force the player view into third person as first person doesn't actually use the lone wander.

2) Animations are stored in the BSA(s) as .kf files. I believe you would have to locate and extract the .kf files used for the sleeping animations so that you can call them from a script.

3) I believe you would need to use the Geck function: PlayGroup with the Special Idle AnimGroup. How you actually associate the sleeping animations with the special AnimGroup is beyond what I know.

4) Beds have the sleeping animation already associated with them, so if you could force the player to use the bed, you should be able to get them to use the sleep animation on their own. I am not sure how that is done either because I don't know how to force the player to use an AI package, like the sleep package, that sets a certain amount of time for the sleeping animation to occur.

5) You could make a semi-elaborate script which disables the player control, creates an identical copy of the lone wanderer as an NPC and then show that NPC using the bed via a standard sleep AI package. Then when the package finishes, the NPC is disabled and the controls are returned to the player. Of course, the bed ownership would have to be compatible with the created NPC. Using FOSE, one could find and change the bed's ownership or match the NPCs factions to it.

6) I know that the SKyrim mod, "Animated Prostitution" has the ability to show the player sleeping. I don't know if the Fallout version of Animated Prostitution shows the same thing, but you could download both of those versions (if you have Skyrim, that is) and take a look.

Edited by pkleiss
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Playing animations is a bit beyond my ken, but I'll tell you what I know...

 

1) As far as I know, you would have to force the player view into third person as first person doesn't actually use the lone wander.

2) Animations are stored in the BSA(s) as .kf files. I believe you would have to locate and extract the .kf files used for the sleeping animations so that you can call them from a script.

3) I believe you would need to use the Geck function: PlayGroup with the Special Idle AnimGroup. How you actually associate the sleeping animations with the special AnimGroup is beyond what I know.

4) Beds have the sleeping animation already associated with them, so if you could force the player to use the bed, you should be able to get them to use the sleep animation on their own. I am not sure how that is done either because I don't know how to force the player to use an AI package, like the sleep package, that sets a certain amount of time for the sleeping animation to occur.

5) You could make a semi-elaborate script which disables the player control, creates an identical copy of the lone wanderer as an NPC and then show that NPC using the bed via a standard sleep AI package. Then when the package finishes, the NPC is disabled and the controls are returned to the player. Of course, the bed ownership would have to be compatible with the created NPC. Using FOSE, one could find and change the bed's ownership or match the NPCs factions to it.

6) I know that the SKyrim mod, "Animated Prostitution" has the ability to show the player sleeping. I don't know if the Fallout version of Animated Prostitution shows the same thing, but you could download both of those versions (if you have Skyrim, that is) and take a look.

Thanks, I've tried the bits on Wadsworth still not working, I did a bit of googling and seems that you can't disabled it, I would assume it's something to do with the sell or x markers based around it, everything else disables. I'll try a Move to script and let you know how it goes....

 

Thanks for the info on the animations, I will have a look though them mods and see if I can't find inspiration from them :) Mind if I add you to friends so I can pick your brains at a later date :D ?

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Hey, try this line instead of the one that disables wadsworth:

 

HD01Wadsworth.disable

 

It appears he has an enable parent separate from most of the other house junk, so that should work without disabling anything else but a floor mat. You can't sever the link with the Xmarker because that is how the game puts Wadsworth there in the beginning.

 

And... Add away...

Edited by pkleiss
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