Shinshila Posted October 9, 2012 Posted October 9, 2012 What animation works while npc/player are fainting after sex? And how it to activate? (movement of the fingers).
perfectioncat Posted October 9, 2012 Posted October 9, 2012 What animation works while npc/player are fainting after sex? And how it to activate? (movement of the fingers). There are some patterns to correspond to two or more versions. The state is sure to be generated in the following scripts and refer, please. xLoversMainScriptModuleStun
Kashiwaba Tomoe Posted October 10, 2012 Posted October 10, 2012 I think Shinshila actually wanted to type a command to cause it.
Shinshila Posted October 10, 2012 Author Posted October 10, 2012 There are some patterns to correspond to two or more versions.The state is sure to be generated in the following scripts and refer, please. xLoversMainScriptModuleStun I need to understand the principle of operation of the animation, reading the script did not produce results. I only see the change of fatigue and adding a simple effect of "water breathing" and nothing more. But it does not work, NPC does not move his hands. If I write: set modvalue to (0 - player.GetAV Fatigue - 200) player.ModAV2 Fatigue modvalue player.AddSpellNS (any spell of water breath) it does not work like in lovers plugin. What part did I miss? Why it does not work as a plugin? What I need to add to the script?
perfectioncat Posted October 11, 2012 Posted October 11, 2012 There are some patterns to correspond to two or more versions.The state is sure to be generated in the following scripts and refer' date=' please. xLoversMainScriptModuleStun[/quote'] I need to understand the principle of operation of the animation, reading the script did not produce results. I only see the change of fatigue and adding a simple effect of "water breathing" and nothing more. But it does not work, NPC does not move his hands. If I write: set modvalue to (0 - player.GetAV Fatigue - 200) player.ModAV2 Fatigue modvalue player.AddSpellNS (any spell of water breath) it does not work like in lovers plugin. What part did I miss? Why it does not work as a plugin? What I need to add to the script? Because I watch a sentence by machine translation, I confirm contents asking you a question. NPC opens and closes a handle at the time of the act end, do you ask you a question how it is realized? I think that it is direction by the effects of the paralysis if so. I do not think that I am significant of Player when confirming it.
Shinshila Posted October 11, 2012 Author Posted October 11, 2012 Because I watch a sentence by machine translation, I confirm contents asking you a question.NPC opens and closes a handle at the time of the act end, do you ask you a question how it is realized? I think that it is direction by the effects of the paralysis if so. I do not think that I am significant of Player when confirming it. I am sorry for my machine translation. NPC opens and closes a handle at the time of the act end, do you ask you a question how it is realized? Yes. I think that it is direction by the effects of the paralysis if so. paralysis effect + change Fatigue ?
perfectioncat Posted October 11, 2012 Posted October 11, 2012 Because I watch a sentence by machine translation' date=' I confirm contents asking you a question.NPC opens and closes a handle at the time of the act end, do you ask you a question how it is realized? I think that it is direction by the effects of the paralysis if so. I do not think that I am significant of Player when confirming it.[/quote'] I am sorry for my machine translation. NPC opens and closes a handle at the time of the act end, do you ask you a question how it is realized? Yes. I think that it is direction by the effects of the paralysis if so. paralysis effect + change Fatigue ? xLoversPkrResetKnockedState is a script removing the down state. I can know that I watch this what a set effect is. But, please judge it from oneself because the processing for a past version is included. I treat the following matter as an effect to cancel to this script by all means. effectParalyze effectInvisibility effectChameleon It is performed to decrease Fatigue to make a down state after the act. I reach it using MOD where Fatigue is restored immediately and cannot make it a down state at the time of GOD-MODE. This is listed in the FAQ document of the basic system of Lovers. (listed in Japanese technical data.) ) that there cannot be this document in LL If Japanese is readable or you intend to translate it by oneself, I visit the distribution site of the Japanese Lovers system and should download a package of Rev90. The technical document about the Lovers system is included in that. The modified document of the version of afterward is included in the latest package as a history document.
Shinshila Posted October 11, 2012 Author Posted October 11, 2012 I need to write a script for another plugin, with the effect of moving the hands. It's not Lovers plugin. Can you upload script for example ? I can't reproduce this effect in game.
perfectioncat Posted October 12, 2012 Posted October 12, 2012 I need to write a script for another plugin' date=' with the effect of moving the hands. It's not Lovers plugin. Can you upload script for example ? I can't reproduce this effect in game. [/quote'] If there is not making experience of MOD, please study usage of the CS. http://cs.elderscrolls.com/index.php/Main_Page Because it cannot often come true only by a standard function prepared for, it is necessary to check the expansion function of OBSE. These will be found naturally if I follow the URL mentioned above. And I think that I arrive at PlayMagicEffectVisuals which you will try first. The body does not readily have the thing given from a person. I distribute MOD, some Plugin in the public site. Of course I distribute Lovers-related MOD in LL. It reads the script which ancient people made that it was able to make them and analyzes MOD, and this is because it repeated an experiment. If it is the sample of the script, it is available immediately if I study the CS.
TDA Posted October 12, 2012 Posted October 12, 2012 this is ragdoll animation, it plays a game engine, Havok. For dead bodies or unconscious actors .Depends on the skeleton.
Shinshila Posted October 14, 2012 Author Posted October 14, 2012 Can you write a short script with an example of activation of this state or not ?
perfectioncat Posted October 16, 2012 Posted October 16, 2012 Can you write a short script with an example of activation of this state or not ? I pushed forward preparations to retire themselves from the MOD production as I wrote it to the thread which I distributed one's MOD to. For it, I arranged environment of Oblivion and reduced. What I replied so far watched the script file which I pulled out before. There was really the thing which was not satisfied because I did not check the operation. Therefore I returned environment of Oblivion and confirmed the contents which there was of the question. Judging from a conclusion, most of what I advised so far were proved to be right by a mistake partly. The following things are the answers to your question by the contents which they confirmed. ======================================================== Reproduction of the subsequent down of the Lovers system ======================================================== It is performed to fall down after an act by suddenly losing Fatigue. In addition, I think that I do not let originally I am conscious of moving hands and feet after having fallen down and perform it. The situation created them; feel accidental. Or this thought that it was interesting and, to see developers of the Lovers system working, might just use it. With the situation, I fall down in a barehanded state after an act. At this time, I do it as follows to know what happens. I display a console screen. I input the following commands. tdt setdebugtext 1 I can know the situation of NPC chosen in this in real time. When nothing is chosen, the state of the PC is displayed. I click NPC to observe on a screen. You should click a partner performing an act. I come out of the console screen. I perform an act till the last. Please confirm Animation displayed in the part of the problem. When I carried out PickIdle not Animation which I aimed at, I think this to be Animation which a system of Oblivion judged by the situation. I carried out rise movement after the down, but think whether it is a conclusion that canceled on the way because Fatigue decreases. I display a console screen, and, please input the next command to delete information displayed in real time by a screen. tdt This is abbreviation of ToggleDebugText. Because you made MOD for examinations to reproduce the situation here, you should use it, if necessary. Magic called "magic" is added at the time of start when I introduce MOD. I begin movement to accept when I use this for NPC. I fall down and let hands and feet shrink in a few minutes. When I cut an effect of the magic, I stop the shrinkage of hands and feet and have fallen down. Because you do not incorporate subsequent processing, please take it off if you confirm it. A script of the magic is the following thing. After having fallen down, I only repeat PickIdle regularly. ------ I extracted a script of the magic ------- scn MagicTestScript ref whoRef short once float nowFatigue float setFatigue float pastime begin ScriptEffectStart if once == 0 set once to 1 set whoRef to GetSelf whoRef.AddScriptPackage aaaDownMagicDrink endif end begin ScriptEffectUpdate if once == 1 set pastime to pastime + ScriptEffectElapsedSeconds if pastime > 2 set once to 2 set pastime to 0 set nowFatigue to whoRef.GetActorValue Fatigue set setFatigue to ( 0 - nowFatigue - rand 50 60 ) whoRef.ModActorValue Fatigue setFatigue endif elseif once == 2 set pastime to pastime + ScriptEffectElapsedSeconds if pastime > 1 whoRef.PickIdle set pastime to 0 endif endif end --------------------------------------- Is hard to look at the top of the line for a blank; is displayed, but prevent you from minding it. I do it as follows to confirm what it is, and an animation displayed in a debugging information should really confirm it in CS. ========================================== Confirmation method of the animation using the CS ========================================== 1.I make MOD which implemented the animation that I want to confirm active and start cs. If Oblivion.esm is appointed by a master if it is one of confirmation, I do not mind animation of Oblivion whichever. 2.I choose NPC for the confirmation of the animation properly from Object Window.Actors.NPC and display NPC screen. 3.I choose the Animation tab of the NPC screen and make a check of Preview Full. 4.I choose Gameplay.Idle Animations of the menu and display Idle Animations screen. 5.If you select the animation that I want to confirm with Idle Animations screen, I carry out the animation that NPC of the NPC screen chose.
Shinshila Posted October 17, 2012 Author Posted October 17, 2012 Thank you very much for your sample script. Now I can see how it works.
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