landsknecht84 Posted May 15, 2013 Share Posted May 15, 2013 is there any mods that change the actor animation So that the idle, walk and run animation of full health actor is different with when he/she get injured (low health) ?(sorry about my bad english) Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted May 15, 2013 Share Posted May 15, 2013 (edited) Personality Idles is coming into mind. Let's see if I can find a link. edit: Found it. Says it does what you're asking for to a certain extent right on top of the description.http://oblivion.nexusmods.com/mods/14280//? Edited May 15, 2013 by DrakeTheDragon Link to comment Share on other sites More sharing options...
landsknecht84 Posted May 18, 2013 Author Share Posted May 18, 2013 Personality Idles is coming into mind. Let's see if I can find a link. edit: Found it. Says it does what you're asking for to a certain extent right on top of the description.http://oblivion.nexusmods.com/mods/14280//?Thanks for your reply, DrakeTheDragon. That mod is great, but it's only change the idle anim, the walk and run anim of low health actors are remain untouch yet.I've browse animation mods in this site and I found "Kamikazes Combat Animation Selector" ( http://oblivion.nexusmods.com/mods/36650 ) or CCAO ( http://oblivion.nexusmods.com/mods/36261 ) which can change the animation used for various type of weapons, and I think it can be modified to change the walk and run of injured actors. But how? any idea?. Thanks. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted May 18, 2013 Share Posted May 18, 2013 Oh, yes, back then when this mod was created this kind of changes was impossible to achieve still. There were only idle animations and the forced play thereof one could use to achieve certain effects. Only with a recent OBSE release direct hot-swapping of action animations became a possibility. Sadly this was introduced right at the time when my free time died and my modding projects got suspended until... well, they haven't been un-suspended so far, yet. So I got no means to take a closer look into it up to today. There are some mods making use of it for certain effects, like the ones you mentioned, but I haven't come across one which does to the action animations what P.I. did with the idles so far. I didn't yet get a chance to take a look into how exactly those do what they do either, although knowing this will be so useful to my own modding projects in future as well... whenever 'in future' will finally be, that is. Link to comment Share on other sites More sharing options...
landsknecht84 Posted May 18, 2013 Author Share Posted May 18, 2013 Well, maybe this will be my first try to make a mod then. I hope I could find the tutorial in this site. Thank you for your time to answer me, Drake. Link to comment Share on other sites More sharing options...
kastano Posted May 18, 2013 Share Posted May 18, 2013 well i didnt even expect this script to compilebut it can give you some ideasscn AAANPCINJUREDQuestref InNpcR;short NpIjHealth ;not usedshort animchangedBegin gamemodeset InNpcR to getfirstref 35 1 ;start finding npcs;set NpIjHealth to (InNpcR.GetAV Health / InNpcR.GetBaseAV Health * 100); not usedwhile (InNpcR);*****************If ( InNpcR.getdistance Player < 1000 ) && ( InNpcR.GetUnconscious == 0 ) && ( InNpcR.GetKnockedState == 0 )if (InNpcR.GetAV Health / InNpcR.GetBaseAV Health * 100) < 40set InNpcR.animchanged to 1InNpcR.ToggleSpecialAnim "iNpcIdle.kf" 1InNpcR.ToggleSpecialAnim "iNpcWalkBackward.kf" 1InNpcR.ToggleSpecialAnim "iNpcWalk.kf" 1InNpcR.ToggleSpecialAnim "iNpcFastForward.kf" 1InNpcR.ToggleSpecialAnim "iNpcTurnLeft.kf" 1InNpcR.ToggleSpecialAnim "iNpcTurnRight.kf" 1InNpcR.Update3Dif (InNpcR.GetAV Health / InNpcR.GetBaseAV Health * 100) > 40 && ( InNpcR.animchanged == 1 )set InNpcR.animchanged to 0InNpcR.ToggleSpecialAnim "iNpcIdle.kf" 0InNpcR.ToggleSpecialAnim "iNpcWalkBackward.kf" 0InNpcR.ToggleSpecialAnim "iNpcWalk.kf" 0InNpcR.ToggleSpecialAnim "iNpcFastForward.kf" 0InNpcR.ToggleSpecialAnim "iNpcTurnLeft.kf" 0InNpcR.ToggleSpecialAnim "iNpcTurnRight.kf" 0InNpcR.Update3Dendifendifendifset InNpcR to GetNextRef ;loopend http://cs.elderscrolls.com/index.php/ToggleSpecialAnim Link to comment Share on other sites More sharing options...
landsknecht84 Posted May 18, 2013 Author Share Posted May 18, 2013 Wow, that script is more than I expected to starting this mod...it's really helpful. Thanks a lot, Kastano. :biggrin: Now, I must take a lot of practice to modify walk and run anim first, then practice to make a quest. Link to comment Share on other sites More sharing options...
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