ajs52698 Posted May 11, 2020 Share Posted May 11, 2020 (edited) Using the existing activation prompt system (perk entries with additional activation) is one way to allow for more varied behavior when interacting with objects. But it often creates headache's for authors because of conflicts. The system itself doesn't appear to be fully finished either. For example, one can have two or four activation prompts for an object, but three simply breaks the UI (based off my testing). In an effort to find an alternative way for the player to interact with object's that doesn't require F4SE, I explored using weapons with empty animation's to receive information when the player presses their left or right mouse buttons. Unfortunately, iv'e run into a couple snags. The first involves the equip animation. Based off my observations, for every equip weapon animation their exists a general camera motion or animation which always plays along with the weapon's animations. This assumption is based off testing an editing hkx equip animation with a very low duration. Even with this very low duration, there always exists a slight head bob before hand. Before I go any further, let me so that I am in no way an expert with animations and it's likely that my observations are wrong and that I simply misunderstood something, but that's one of the reasons why i'm posting this. To determine where this "headbob" came from, I explored the base "GunBehavior" HKX file but did not find anything note worthy. From watching the animation itself, it appears that the default "raise hand " animation begins to play, but promptly cuts out, likely because of the edited equip animation. My guess is that the slight delay before the cut off is because of a "hkbBlendingTransitionEffect" with a duration of 0.25 in the "GunBehavior" HKX file (Line 359 of the XML). Now as to why the animation itself plays, I have no idea. But as a result of this issue, an idea came to me. It could be that this "bob" is simply unavoidable, with an animation it isn't a huge deal but without one, it is. So why not add an animation? This is where I reach my limit as I don't have the tools to animation for Fallout 4. So my request simply is this. Create a simple 1st person equip and idle hand animation (one that doesn't look like your about to fight someone) which suggests the player is interacting with an object. I could then use this as the equip and idle animation for the weapon. I realize this is a large request and as I result am willing to send my esp with the working prototype to anyone who is interested. I don't wish to view this as a personal mod but rather as a community resource if it is achieved. Thanks for reading. As a side note, with F4SE, there is no need for this "workaround" as it allows for registering for input events, but when working with any idea, I always like the keep console players in mind. As a result, I try to find alternative's that work on console's, this being one of them. Edited May 25, 2020 by ajs52698 Link to comment Share on other sites More sharing options...
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