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Please Help - Custom Bloatfly


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Hi, I'm trying to create a new bloatfly model that walks instead of flies.

 

I've created all the custom animations, and they all work in game. Everything works,

except the weapon won't fire when the Float flag is unticked.

 

Does anybody know why this is, and how to override it?

 

Many thanks, it's driving me insane.

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Off the top of my head without seeing the NPC in action I'd suggest copying the "Larval Spit" as a new weapon and switch it to EitherHand [EQUP:00013F44].

If that doesn't work I'd try adding AltAttackSlot1 [EQUP:00136255] to the race and the weapon and see if it fires.

If it still won't fire,I'd look at the original Bloatfly's behaviors and animations and see if that is the issue.

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Thank you so much for your reply and help. It is greatly appreciated and gives me some hope that there is a solution out there.

 

What you said makes logical sense, but for some reason it yielded no results. Maybe I'm doing something wrong. I can get it to fire if I give it the Eyebot Weapon for some reason, which would be fine for me as I could modify it, but it doesn't fire from the Slot/Node/Bone specified. It fires directly from the ground.

 

I don't suppose you know how to change the origin of the projectile being fired or what controls it?

 

Can't understand why it doesn't just fire from the origin of the node I told it to fire from. Doesn't make sense.

 

Otherwise I'm not very knowledgeable on behaviours. I can open and edit them in xml for and put them back to hkx but I wouldn't have a clue what would change that particular behaviour.

Edited by fraxanofnexus
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Sorry for the delay, hectic week.

 

Ok, looking at it more closely I don't see anything that should interfere (projectile etc.) or odd connections.

 

 

Attacks coming from the ground like that are typically caused by Animations that aren't compatible with the HKX and bone data for the NPC, you can replicate it by linking different attack data to NPC's (aka Feral attack animations on the race record to a normal human)

 

 

I'm not an expert but it sounds like you'd need to look at the triggering attack HKX and Animation linkages in the Race and see if you've got compatible animations exported.

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Thank you so much for your patience and taking the time to reply. I'm certainly no expert. Whatever I'm trying doesn't seem to work.

 

I've taken it back to basics to simplify things. The basics of what I'm doing involves a Bloatfly that doesn't whizz about and stays on the ground.

 

If I use a standard unmodded/unchanged Bloatfly in creation kit, it fires its weapon when floating is enabled. When I untick it, it stays on the ground, doesn't fire its weapon, but still moves around freely.

 

What I need to understand is what scripting condition causes that weapon to stop firing when not floating, and can it be changed. Sorry again, it seems obscure, but it should be simple and it isn't.

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