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Changing animations at special furniture.


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Edit: Solved. With an invisible furniture marker for a smelter/ alchemy station, etc, if you want the player to use another idle animation, here's how: Set it up exactly as the vanilla smelter form etc, except that instead of using the keyword 'IsSmelter', 'IsAlchemy' etc, use the keyword for the animation you want the player to use.

 

In my case, i wanted them to lean on the furniture as they would at an enchanter. I removed the original keywords and added the 'IsEnchanting' keyword. Hey Presto! they use the furniture to craft the correct type of items, but they use the enchanting animation while doing it!

 

I also altered the marker model DLC01\Furniture\MarkerEnchantBench01.nif. I don't know if this is necessary. On its own it didn't work. It was only after swapping the keywords that I got the correct result.

 

Ignore the rest unless you want the backstory to the problem.

 

Hi.

 

I have made a load of Dwemer statics to use as work stations. I have a forge, smelter, alchemy, enchanting, staffenchanting, grindstone and armourer table.

 

For the grinder I just made a version of the vanilla grindstone with null textures and made it so that it could be activated and the player sits at the 'Dwemer' version they can see. The armourer table is just a re-texture. i don't mind the vanilla animations.

 

For the others I used the 'DLC01\Furniture\Invisible\InvisibleFurnitureNode01.nif' meshes for the furniture items and set up the keywords and other fields identically to the appropriate vanilla crafting station. See image for an idea of the set-up.

 

My problem lies with the animations. All the fancy dwemer workstations have a couple of circular faintly glowing pads that the player is meant to place their hands on to use the machine. For the staff enchanter and enchanter this is fine, because it matches the vanilla animation. For all others, the player uses the vanilla animations for that type of workstation and it looks bad in varying degrees.

 

Alchemy looks vaguely stupid. Using High-tech equipment and producing your own basic mortar and pestle? The smelter and forge would be hilarious and may give the player a laugh, but... seriously? The player produces a shovel, mimes shovelling up coke from an invisible pile and hurls it at the machine, better than Marcel Marceau could've done it! Despite behaving like a caveman trying to use a smartphone, this still results in making high grade ingots. :teehee:

 

Does anyone know how to get the enchanting table animation to work with this set up, whilst still using the furniture to smelt, forge or make lovely potions?

 

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Try this:

1) Place the actual "Crafting Furniture" below the floor or in an other cell (not visible).


2) Use the "Idle" marker you are using in the photo above.


3) Put on that "Idle" marker a simple script.

Event OnActivate(ObjectReference akActionRef)

if (akActionRef == Game.GetPlayer())

Utility.Wait(1.0)

MyRealCraftingFurniture.Activate(akActionRef)

EndIf

EndEvent


* "Utility.Wait()" is for, if you want to see the player entering/playing the animation of the 'Idle' marker before the menu popping up.


* This needs some testing, because some "Furnitures / markers" will send 3 activation events depending on which key the player presses to enter/exit the furniture, "E" or the direction keys.


* I haven't done this, is just an idea.


* Additionals scripting 'Fail Safes' might be required, let me know if it does work.

Right now i can not do it myself because i don't have a pc around me.



Have a nice day.

Edited by maxarturo
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That marker is the actual furniture, unfortunately. Something is telling it what animation to use... I just don't know what!

 

I've since tried altering the marker models for ones where I don't want the vanilla markers to the 'DLC01\Furniture\MarkerEnchantBench01.nif', because I wanted the enchanting animation on all except the grindstone and armourer workbench. It doesn't seem to work. More experimentation required I think.

 

i wondered if it was one of the keywords that was triggering the animation off somehow, or maybe the 'Bench Type' or 'Interaction Keyword'. I'll look for any examples where that keyword is assigned.

 

For someone with no PC, you recall an awful lot! My memory is so bad, I struggle with my own age at times... doesn't help when making mods!

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  • 10 months later...

Edit: Solved. With an invisible furniture marker for a smelter/ alchemy station, etc, if you want the player to use another idle animation, here's how: Set it up exactly as the vanilla smelter form etc, except that instead of using the keyword 'IsSmelter', 'IsAlchemy' etc, use the keyword for the animation you want the player to use.

 

 

attachicon.gif Dwemer Enchant Stations.jpg

@cumbrianlad THank you so much for the post, it is something I wanted to do for a long time and never could figure it out. UNfortunately, it does not seem to work as easily as you suggest.

 

I'm using the regular noble chair, and added the "isSitcrosslegged" keyword, hoping that this will make them sit cross legged on the chair.

 

Alas, nothing actually changes, unfortunately. DO you happen to have acquired additional knowledge on how this needs to be set up?

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