pepperman35 Posted February 29, 2020 Share Posted February 29, 2020 I would like to convert an Institute door (i.e., InsDoorSm01ThinFrame) into an Activator such that it behaves like the HitSwitchDoorExSm01. Apparently there is more to it than just creating an Activator and dropping in the nif for InsDoorSm01ThinFrame door, and adding the Default2StateActivator script. What are I missing? Link to comment Share on other sites More sharing options...
Zorkaz Posted March 1, 2020 Share Posted March 1, 2020 Are you referring to the way it is opened? This data is stored in the 3dmodel (.nif) You'd need to use blender or 3dsmax to change it Link to comment Share on other sites More sharing options...
pepperman35 Posted March 1, 2020 Author Share Posted March 1, 2020 I suspected as much. I was hoping I could simply covert the door object (i.e., InsDoorSm01ThinFrame) into an activator object by placing the corresponding InsDoorSm01ThinFrame NIF file into a duplicated or newly created activator object. But that didn't seem to work out. Oh well, looks like I will have to use the activator HitSwitchDoorExSm01 instead. Thanks for the response and info. Link to comment Share on other sites More sharing options...
DiodeLadder Posted March 1, 2020 Share Posted March 1, 2020 Hello Pepperman, The default script you are referring to uses "PlayAnimation" rather than "PlayGamebryoAnimation" in the function SetOpen which you'll find at the end. The regular doors use Gamebryo animation for open/close (Fallout 4 uses 2 kinds of animations strangely, the first is Gamebryo, the second is Havok - the switch door uses Havok animation, which is played by "PlayAnimation"). Every time you find an animated object, take a look at the bottom section of the preview window, and you'll find lists of the animations attached to that object (those are the names you'll be using in the script to play specific animations). So, you'd have to re-write the script by swapping out the "PlayAnimation" for "PlayGamebryoAnimation" to do what you want. However, the question here would be, why don't you use the door as regular door, and just open it via a script, like Zorkaz suggested in your other thread? You can remove the name from the door object, so that the player won't be able to interact directly with it. Zorkaz, using Blender for creating a mesh is a lot more primitive than you are thinking. I hope Creation Engine would use an in-house animation and physics engine, and would accept regular FBX one day. Link to comment Share on other sites More sharing options...
pepperman35 Posted March 1, 2020 Author Share Posted March 1, 2020 Hello Pepperman, The default script you are referring to uses "PlayAnimation" rather than "PlayGamebryoAnimation" in the function SetOpen which you'll find at the end. The regular doors use Gamebryo animation for open/close (Fallout 4 uses 2 kinds of animations strangely, the first is Gamebryo, the second is Havok - the switch door uses Havok animation, which is played by "PlayAnimation"). Every time you find an animated object, take a look at the bottom section of the preview window, and you'll find lists of the animations attached to that object (those are the names you'll be using in the script to play specific animations). So, you'd have to re-write the script by swapping out the "PlayAnimation" for "PlayGamebryoAnimation" to do what you want. However, the question here would be, why don't you use the door as regular door, and just open it via a script, like Zorkaz suggested in your other thread? You can remove the name from the door object, so that the player won't be able to interact directly with it. Zorkaz, using Blender for creating a mesh is a lot more primitive than you are thinking. I hope Creation Engine would use an in-house animation and physics engine, and would accept regular FBX one day. Well now, I just learned something new. I didn't realize that if one removed the name from the door object then no interaction can take place with the object. This is why I avoided using the door to begin with and went with an activator. But now that I have need enlightened :) I can rethink my strategy and go with the InsDoorSm01ThinFrame as planned. Modding this game is complex on lots of levels and I learn more daily, thanks to folks who are willing to share their knowledge and experience. Many thanks! Link to comment Share on other sites More sharing options...
Recommended Posts