Outerspacespecies Posted April 7, 2020 Share Posted April 7, 2020 Is it possible to make a Quest Alias when fighting use the 1HM_Equip, 1HM_Idle, 1HM_AttackRight, 1HM_AttackLeft, and 1HM_Unequip animations only? I don't want him to run, power attack, spin around his axis etc., just stand still and swing his weapon from left to right and vice versa. Like a newb who's using a sword for the very first time and totally lacks any fighting skills - he surely wouldn't use such elaborate techniques, would he? I tried to achieve it via a kind of curse (ability) which modifies all his onehanded skills, his speed etc, but that didn't work, and regarding scripting it seems that I would need the respective anim events which I don't know (even the Creation Kit Animation Events List wasn't helpful). Link to comment Share on other sites More sharing options...
maxarturo Posted April 8, 2020 Share Posted April 8, 2020 (edited) I don't think there is a way to restrict the player from using some animations, papyrus does not have such functions. The 'RegisterForAnimationEvent' will fire only and always once the animation has been/is been done/executed and not before, the only way you could use it is to stagger the player every time he tries to use those animations, but this is not what you are looking for. Edited April 9, 2020 by maxarturo Link to comment Share on other sites More sharing options...
Outerspacespecies Posted April 9, 2020 Author Share Posted April 9, 2020 Thanks for the reply! At least I won't curse anymore because my scripts won't work! :D Link to comment Share on other sites More sharing options...
maxarturo Posted April 9, 2020 Share Posted April 9, 2020 (edited) What you can do instead is raise the cost of stamina those animations use, for example: - If the A power attack costs 20 points of stamina, then at level 1 or monitor the Player's/Actor's 1H & 2H perks and accordingly moddify it. Level 1 = 60 points of stamina Level 50 = 30 points of stamina Level 100 = 15 points of stamina And so on for the rest. Or damage the actor's value (stamina) every time he uses that animation, here you can use the 'RegisterForAnimationEvent'. You could also use the speed of the animations, just how the dual wielding perk does. Edited April 9, 2020 by maxarturo Link to comment Share on other sites More sharing options...
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