Jump to content

How does Hermaeus Mora work?


Recommended Posts

How Does Hermaeus Mora Work? [sOLVED]

Hermaeus Mora (HM) is unlike any other NPC in the game, he’s “‘modular” for lack of a better term.
There are multiple parts that are essential for getting him to appear. If the parts are not hooked up
correctly you could lose hours, days, YEARS and never even catch a glimpse of Hermie in-game.

Step1 – A Working Quest

First, you’ll need a quest that’s running in whatever way your heart desires, create a ‘new script’ and
copy this code.
Don’t put it on a Quest-Fragment script - create a new one! This is code I copied from
DLC2MQ05 and edited, and don’t worry about hooking up any properties yet. We will come back to that.

IMAGE: Step One

ObjectReference Property HermaeusMoraTA auto
ObjectReference Property HermaeusMoraActivator auto
DLC2HermaeusMoraFaceFXSCRIPT Property DLC2MQ05HermaeusMoraFXRef  Auto  

Function EnableHM()
     DLC2MQ05HermaeusMoraFXRef.ChangeState()
     HermaeusMoraActivator.Enable()
     HermaeusMoraTA.Enable()
EndFunction

Step2 – Placing Hermaeus Mora

HermaeusMorasFace01,02,03 are the Hermaeus Mora meshes in all their squiggly greatness. You can
place as many of them as you like (I strongly suggest 8 or less at this time) and arrange them however
you like. Also! This guide does not include HM movement. if you want him to move around or follow you,
you'll have to figure it out on your own.

Once you get your HM Faces placed where you want them, move onto Step Three.

 

 

 

Step3 – Dungeon Diving

IMAGE: Step Three

Go into a cell where you can find HM, you’re going to copy/paste the three boxes from this image
(orange, green and red) and place them next to your Hermaeus Faces from Step Two. I copied them
from the interior cell ‘SeptimusSignusOutpost’ but you can find it anywhere Hermaeus appears in the
vanilla game.

Green - DLC2DA04HermaeusMoraFXRef001
Red - DA04HermaeusMoraActivatorShunt
Orange - DA04HermaeusMoraREF

Once these boxes are placed in your cell next to Hermaeus, you’re almost done! Now we need to
set up the script properties for all these parts.

 

 

 

Step4 – Script Properties

Quest Script Properties

First, go back to your quest from Step One and open the new script I had you create.
Connect the property ‘XXHermaeusMoraFXRef’ to the green box you just placed,
property ‘HermaeusMoraActivator’ to the new red box, and ‘HermaeusMoraTA’ to the new orange box.


IMAGE: Step Four 01


Red Box Properties

Now navigate to the cell you pasted these new things into and pull up the properties for the red
box. ‘RealActivator’ property should be pointed to the new orange box you placed.

IMAGE: Step Four 02


Green Box Properties

Next, open the properties for the green box, this will be a little tricky… here’s what that looks
like before we edit it:

IMAGE: Step Four 03

 

What needs to be done here is clearing all these values, but I found clicking the ‘clear value’
button didn’t do anything. Instead, click on one of them and change the cell it’s looking in and
the value will change to None. Then you can add your new Hermaeus Mora faces/meshes that
you added in Step Two. Example:

 

IMAGE: Step Four 04

After this is complete, the function that’s in the quest script you added in Step One can now be
called on any quest stage you like.
kmyquest.EnableHM() is the function you’d type into your
stage fragment and watch Hermaus appear before your eyes! If any of this didn’t make sense
or you have any trouble, just comment and I’ll do my best to help.

-java

Edited by javaplaza
Link to comment
Share on other sites

I do not remember the exact sequence, but a lot of those animated meshes have more than 1 animation and above all, in order to play the animation, all the animation must be called, you can't just play 1 of the meshe's animation.

* An example of this is the "Skull Lock" which if i remember correctly it has 6 animations which need to play in a specific order. And if im not mistaken the same applies to the Hermaeus mesh fx.


For example, in order for the Hermaeus meshes to play / appear and then disappear, you need to call all its animation:

animIdle01

animTrans01

animidle02

animTrans02

animIdle01


* You can't play directly the "animidle02" or the "animTrans02" without first playing in order the previous animations.


* This is not the Hermaeus animations, i just used some very frequently used by those kind of meshes animation names.

Link to comment
Share on other sites

Check out the quest DLC2MQ05.

 

This is one of the more simple scripts for Hermaeus' appearances, thanks I hadn't looked before.

 

 

 

 

I do not remember the exact sequence, but a lot of those animated meshes have more than 1 animation and above all, in order to play the animation, all the animation must be called, you can't just play 1 of the meshe's animation.
* An example of this is the "Skull Lock" which if i remember correctly it has 6 animations which need to play in a specific order. And if im not mistaken the same applies to the Hermaeus mesh fx.
For example, in order for the Hermaeus meshes to play / appear and then disappear, you need to call all its animation:
animIdle01
animTrans01
animidle02
animTrans02
animIdle01
* You can't play directly the "animidle02" or the "animTrans02" without first playing in order the previous animations.
* This is not the Hermaeus animations, i just used some very frequently used by those kind of meshes animation names.

 

This does seem consistent with the vanilla codes I've been reading, although my attempt to play/wait for anim01, then play anim02 did not work. I'm determined to keep trying. Thanks for your reply! :happy:

Edited by javaplaza
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...