marcuslygage Posted April 19, 2020 Share Posted April 19, 2020 I have spawned 3 zombies and a dead npc into a cell with the intention of having them eat the corpse as the player comes into the particular room of the dungeon. I have given the zombies the cannibalism spell and a duplicated cannibalism perk with the player and ring requirements deleted. I am unsure of what to do next to put the zombies into the animation. I am pretty new to modding and am really enjoying learning, thanks in advance for the help! Link to comment Share on other sites More sharing options...
dylbill Posted April 20, 2020 Share Posted April 20, 2020 (edited) Hey, what you need is a script to tell your zombies to eat your corpse. I would put a trigger box at the entrance to your cell, and put this script on your trigger box: Scriptname ExampleCannibalScript extends ObjectReference Spell Property DA11CannibalismAbility Auto Spell Property DA11CannibalismAbility02 Auto Actor Property Zombie1 Auto Actor Property Zombie2 Auto Actor Property Zombie3 Auto Actor Property Corpse Auto Bool Eaten = false Auto State Waiting Event OnTriggerEnter(ObjectReference akActionRef) If (akActionRef as actor) == Game.GetPlayer() && Eaten == false ;ensures this script runs only once Eaten = true Zombie1.StartCannibal(Corpse) Zombie2.StartCannibal(Corpse) Zombie3.StartCannibal(Corpse) DA11CannibalismAbility.Cast(Zombie1, Zombie1) DA11CannibalismAbility02.Cast(Zombie1, Zombie1) DA11CannibalismAbility.Cast(Zombie2, Zombie2) DA11CannibalismAbility02.Cast(Zombie2, Zombie2) DA11CannibalismAbility.Cast(Zombie3, Zombie3) DA11CannibalismAbility02.Cast(Zombie3, Zombie3) GoToState("Stopped") ;stops this event firing after script has run Endif EndEvent EndState State Stopped EndState Name the script something more unique to your modDon't forget to till your properties in the Creation Kit after compiling and attaching the script to you trigger box. For compiling scripts I prefer to use Skyrim Script Compilier Pro Final: https://www.nexusmods.com/skyrimspecialedition/mods/31700/ Edited April 20, 2020 by dylbill Link to comment Share on other sites More sharing options...
marcuslygage Posted April 20, 2020 Author Share Posted April 20, 2020 Thank you so much! I really appreciate it. I attached your script to a triggerbox and assigned all the properties. Everything compiled with zero problems and looks good. However, it still does not seem to be working in game, but I think that has to do with the spell/perk package? I think I need to tweak the duplicates of the default package, maybe they were specifically meant for the player? Link to comment Share on other sites More sharing options...
dylbill Posted April 20, 2020 Share Posted April 20, 2020 No prob! So the zombies aren't eating the corpse? You might want to put a debug notification to make sure the script is firing, you can get rid of it later when you make sure it's working. Scriptname ExampleCannibalScript extends ObjectReference Spell Property DA11CannibalismAbility Auto Spell Property DA11CannibalismAbility02 Auto Actor Property Zombie1 Auto Actor Property Zombie2 Auto Actor Property Zombie3 Auto Actor Property Corpse Auto Bool Eaten = false Auto State Waiting Event OnTriggerEnter(ObjectReference akActionRef) Debug.Notification("Trigger Enter") If (akActionRef as actor) == Game.GetPlayer() && Eaten == false ;ensures this script runs only once Eaten = true Zombie1.StartCannibal(Corpse) Zombie2.StartCannibal(Corpse) Zombie3.StartCannibal(Corpse) DA11CannibalismAbility.Cast(Zombie1, Zombie1) DA11CannibalismAbility02.Cast(Zombie1, Zombie1) DA11CannibalismAbility.Cast(Zombie2, Zombie2) DA11CannibalismAbility02.Cast(Zombie2, Zombie2) DA11CannibalismAbility.Cast(Zombie3, Zombie3) DA11CannibalismAbility02.Cast(Zombie3, Zombie3) GoToState("Stopped") ;stops this event firing after script has run Endif EndEvent EndState State Stopped EndState Link to comment Share on other sites More sharing options...
dylbill Posted April 20, 2020 Share Posted April 20, 2020 I just checked the spells, and they at least should work for the zombies as they don't have conditions on them. Link to comment Share on other sites More sharing options...
marcuslygage Posted April 20, 2020 Author Share Posted April 20, 2020 My debug activated, and I just realized that the zombies are turning red from casting the spell. They just never go into animation. I'm using a bandit as the corpse with the initially dead box checked. I'll keep investigating. I really appreciate your help though; I'm learning a lot. Link to comment Share on other sites More sharing options...
cumbrianlad Posted April 20, 2020 Share Posted April 20, 2020 Just a thought... Do your NPCs actually have the 'Cannibal_FeedCrouching.hkx' and 'Cannibal_FeedStanding.hkx' animations ? Not all NPC actors have those animations. Without them they cannot do the animations. lack of animations has caused me problems before, so I thought to ask. What you are describing is characteristic of this problem. Link to comment Share on other sites More sharing options...
marcuslygage Posted April 21, 2020 Author Share Posted April 21, 2020 No they do not. I will look into that tomorrow! Thank you for your help. Link to comment Share on other sites More sharing options...
cumbrianlad Posted April 21, 2020 Share Posted April 21, 2020 If they don't have the animations you're into a much bigger job to add animations in. I've not done it, so someone else will need to advise but it's not a straightforward process, I know that much. It may also require the use of FNIS (Fores new idles in Skyrim). I did see a very long written tutorial on the subject... it's part of what put me off getting certain NPCs to use daggers! If I can find it I'll post a link. Link to comment Share on other sites More sharing options...
marcuslygage Posted April 21, 2020 Author Share Posted April 21, 2020 I would appreciate that tutorial, even if I can't figure it out, it be nice to try and learn what goes into that. Link to comment Share on other sites More sharing options...
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