Baaleos Posted August 16, 2020 Share Posted August 16, 2020 So I am working on a mod called 'Children of Coldharbour' and in this mod - there will be a radiant quest - once per year - that allows the player to participate in the Summoning Day festivities on 20th Evening Star.For those who don't know - that is Molag Bal's summoning day and he usually does 'things' to those who are offered to him.In any case- I have this introduction sequence - where scary epic music plays, a pool of blood starts bubbling and churning, then beams of light shoot into the air. Then the blood is gone - and a portal has appeared.Molag Bal then floats up out of the portal and proceeds to 'translate' (TranslateTo) - horizontally towards a platform.I then do SetMotionType - to set him back to dynamic .I tried motion type 7 - which is for 'characters' but it said it was invalid for actors.In any caseIf I just use 'SetMotionType 1 on him - it does indeed put him on the ground - but his feet are usually pointed up weirdly - like when the house fell on that witch in Wizard of Oz.I am able to resolve this feet issue - by doing Disable/Enable really quickly.But that looks somewhat 'bad'.I was just wondering if anyone knew of a smooth way to exit the Nocturnal Floating animation and to return to SetMotionType 1 - without the foot issue?I've also tried applying a 0 magnitude havok pulse - to see if that resets him - didnt work.I've got a video of the progress thus far on the summoning effect. Link to comment Share on other sites More sharing options...
Baaleos Posted August 16, 2020 Author Share Posted August 16, 2020 controller.MolagBal.GetRef().SetMotionType(1,true) debug.SendAnimationEvent(controller.MolagBal.GetRef(),"IdleForceDefaultState") Debug.Notification("Landing Done!") smallPulse() function smallPulse() controller.MolagBal.GetRef().Disable(false) controller.MolagBal.GetRef().Enable(false) endfunction Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 16, 2020 Share Posted August 16, 2020 I can't help with the problem but I can't resist replying anyway... ... that concept is fantastic! I love it! How did you get his feet crossed and arms held out like that? It does look totally demonic... ... awesome! Link to comment Share on other sites More sharing options...
maxarturo Posted August 16, 2020 Share Posted August 16, 2020 After playing the "Nocturnal Floating animation", play another animation or an "Idle". If I remember correctly the "Nocturnal Floating animation" doesn't have the require animation for 'Landing'. Link to comment Share on other sites More sharing options...
Baaleos Posted August 16, 2020 Author Share Posted August 16, 2020 I can't help with the problem but I can't resist replying anyway...  ... that concept is fantastic! I love it! How did you get his feet crossed and arms held out like that? It does look totally demonic... ... awesome!To get an npc to float like that- make them play isles-nocturnalIdle_EnterFollowed by nocturnalIdle_Rise If they are set to motion type 4 - you can then translate them to other locations - to make it look like they are flying there Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 16, 2020 Share Posted August 16, 2020 Right. Still cool! I may use it sometime. i don't have a need for it right now, but it's worth keeping in mind. Thanks. I wonder if that's how that creepy ghost is done in the mod 'Clockwork'? Except that that blasted thing tracks the player's position and follows them. I love that mod and even after playing it several times, I can't stop the old spine tingling when the Dwemer ghost comes out through a wall at me! I had a little shiver just thinking of it. It's even worse when it's 'floating' face up in the water underneath the ice of the frozen lake! Aargh! Brilliant. I also love the skulls that rotate to track the player's movements. Always meant to look at the script for that. Link to comment Share on other sites More sharing options...
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