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Posted

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)

Posted

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.

Posted

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.

Posted

well i didnt even expect this script to compile
but it can give you some ideas

scn AAANPCINJUREDQuest


ref InNpcR
;short NpIjHealth ;not used
short animchanged



Begin gamemode

set InNpcR to getfirstref 35 1 ;start finding npcs
;set NpIjHealth to (InNpcR.GetAV Health / InNpcR.GetBaseAV Health * 100); not used
while (InNpcR)

;*****************
If ( InNpcR.getdistance Player < 1000 ) && ( InNpcR.GetUnconscious == 0 ) && ( InNpcR.GetKnockedState == 0 )

if (InNpcR.GetAV Health / InNpcR.GetBaseAV Health * 100) < 40
set InNpcR.animchanged to 1
InNpcR.ToggleSpecialAnim "iNpcIdle.kf" 1
InNpcR.ToggleSpecialAnim "iNpcWalkBackward.kf" 1
InNpcR.ToggleSpecialAnim "iNpcWalk.kf" 1
InNpcR.ToggleSpecialAnim "iNpcFastForward.kf" 1
InNpcR.ToggleSpecialAnim "iNpcTurnLeft.kf" 1
InNpcR.ToggleSpecialAnim "iNpcTurnRight.kf" 1
InNpcR.Update3D

if (InNpcR.GetAV Health / InNpcR.GetBaseAV Health * 100) > 40 && ( InNpcR.animchanged == 1 )
set InNpcR.animchanged to 0
InNpcR.ToggleSpecialAnim "iNpcIdle.kf" 0
InNpcR.ToggleSpecialAnim "iNpcWalkBackward.kf" 0
InNpcR.ToggleSpecialAnim "iNpcWalk.kf" 0
InNpcR.ToggleSpecialAnim "iNpcFastForward.kf" 0
InNpcR.ToggleSpecialAnim "iNpcTurnLeft.kf" 0
InNpcR.ToggleSpecialAnim "iNpcTurnRight.kf" 0
InNpcR.Update3D
endif



endif
endif

set InNpcR to GetNextRef ;

loop


end

 

 

http://cs.elderscrolls.com/index.php/ToggleSpecialAnim

Posted

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.

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