Jump to content

[Please Help!] Animation with ScriptDragon


Recommended Posts

Posted

Hello community.

I didn't know where to post this question, and realy don't know can anybody help me with it, but have as it.

Question is been asked on reddit, nexus forums, stackexchange and 3 days no advice.

Many good solutions with some i found on this forum, and now i'll try to ask about help.

 

ScriptDragon c++ plugin working good, there is possible to spawn something and many other things, but with moving (TranslateTo or SplineTranslateTo) functions - no animation present.

NPC's is moving, but staying and sliding.

When i send SendAnimationEvent(refr, "moveStart") // StartSprint- nothing happen.

I'll try all, what i found in internets with it - and setting animation floats, and setMotionType, and animation speed.

But - no luck.

Maybe anybody have solution with it? Thanks for any answer.

 

PS: there is one more question with RemoveAllItems - this is not removing quests items, maybe and there somebody can help me?

 

 

Have a nice day!

Posted

Can I ask why you use DragonScript and not SKSE?

For Skyrim and other Bethesda games the "xxScriptExtender" are the standard for scripting.

Maybe you wanted the extra TCP library that is inside? You can find SKSE plugins that implement pretty much the same feature.

Posted
6 minutes ago, CPU said:

Can I ask why you use DragonScript and not SKSE?

 

Thanks for the answer, CPU and good question.

There is something wrong when i'll trying to threading proccess with SKSE (when DragonScript is doing good). And from moment of start working with mod - i am taking "easy way". But still have some part of code with it, maybe it will be better. Now it's not critical - i am just learning communication from extend. So many possibilities...

If you are have some solution about threading proccess with SKSE plugin - it will be nice, thanks.

 

12 minutes ago, CPU said:

Maybe you wanted the extra TCP library that is inside? You can find SKSE plugins that implement pretty much the same feature.

Sorry, i am new in this space - and something missunderstanding, can you give some links for example. And what is TCP library? In my brain it's imaging like TCP-protocol.)

Posted
1 minute ago, sheogorath_world said:

Thanks for the answer, CPU and good question.

There is something wrong when i'll trying to threading proccess with SKSE (when DragonScript is doing good). And from moment of start working with mod - i am taking "easy way". But still have some part of code with it, maybe it will be better. Now it's not critical - i am just learning communication from extend. So many possibilities...

If you are have some solution about threading proccess with SKSE plugin - it will be nice, thanks.

 

Sorry, i am new in this space - and something missunderstanding, can you give some links for example. And what is TCP library? In my brain it's imaging like TCP-protocol.)

 

TranslateTo works just fine with SKSE. Be aware it will not animate the actor.

If you need that, better to use pathToReference.

 

Yes, I was speaking about the support for the TCP protocol to have some sort of interaction between Skyrim and other apps.

 

Posted
8 minutes ago, CPU said:

 

TranslateTo works just fine with SKSE. Be aware it will not animate the actor.

If you need that, better to use pathToReference.

 

Yes, I was speaking about the support for the TCP protocol to have some sort of interaction between Skyrim and other apps.

 

pathToReference is require reference to move. Thanks. That can be some "hacky" way to put invisible reference to finish point... I think that is not bad idea.

Have you solution about invisible object ingame for test? Or maybe it can be make invisible at spawn?

Posted

I do it all the times.

Just remember to delete the reference (usually an XMarker) when you are done

 

Just create an XMarker in your esp. (It is a Form)

 

Then spawn it where the actor is. (You will get an ObjectReference)

Then move this object reference in the place you want.

Then use it for pathToReference.

 

When done, delete it (after the target reaches the reference, or the walking will stop)

 

Posted
6 minutes ago, CPU said:

I do it all the times.

Just remember to delete the reference (usually an XMarker) when you are done

 

Just create an XMarker in your esp. (It is a Form)

 

Then spawn it where the actor is. (You will get an ObjectReference)

Then move this object reference in the place you want.

Then use it for pathToReference.

 

When done, delete it (after the target reaches the reference, or the walking will stop)

 

CPU, you are best. Thanks for all over it. And much more.

38 minutes ago, sheogorath_world said:

PS: there is one more question with RemoveAllItems - this is not removing quests items, maybe and there somebody can help me?

 

Can you advice about it something? This is not much needed now, but...

 

Thanks.

Spoiler

 

PS:

Reddit, nexus suck from that guy!


reddit, nexus, mods, skyrim, skyrim mods

 

Sorry.

Posted
3 minutes ago, sheogorath_world said:

PS: there is one more question with RemoveAllItems - this is not removing quests items, maybe and there somebody can help me?

Technically you cannot remove quest items also with SKSE.

A couple of mods managed to do it, but is is really tricky.

 

One way is to save the name of the item and its weight.

Then rename the item to an empty string with zero weight. This will make it invisible in the inventory.

 

Then, if you need to put it back, you have to restore the name and the weight.

 

But be aware if the item has effects they will still apply.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

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