jackaspades Posted February 22, 2013 Posted February 22, 2013 This Topic is my 3rd attempt to decrypt the behavior of skyrim, After about 2 months of surfing the internet for information on the various Havok file formats i was able to cement a few things now alot of the work im going to be doing is thanks of course to NexusTheru as this modder Most deffinatly Paved the way! .:Purpose is Sex Behavior:. .:Shocker:. .:The Goal:. i'll be attempting to add a new "branch" to the behavior tree for the character *You Here on LoversLab can help me decide what this branch will do* Once created in the HBT i will try to bring it into Skyrim CK Inside the CK i will Attempt to setup a situation to cause the events under our new branch to "fire" producing proof that we can get animations and behavior in that its just a unberibly slow process! [/url] What should this branch add to Skyrim?Sex behavior!
jackaspades Posted February 22, 2013 Author Posted February 22, 2013 Also For those Who would like to Help Animations would be great along with where they should go in the sequnce of positions and unique names that will help me identify them and where they go easily
jackaspades Posted February 22, 2013 Author Posted February 22, 2013 Ok for now i will be using animations from SD and a few other places now First thing i gotta do is figure out which animations are gunna be the leadins for the sequences so im going to study the SD mod and try to figure out which animations pair up with others so that i can rename them making things go by much faster
Jexsam Posted February 22, 2013 Posted February 22, 2013 My CK jargon is pretty limited, but if I'm reading this right, you're trying to do something that will allow, say, sex animations that trigger? Like kill-cams?
jackaspades Posted February 22, 2013 Author Posted February 22, 2013 Ok here let me explain the current animation dilema the skyrim modder faces. Atm We can create animations for skyrim we can get skyrim to read them we can get them to show up on the preview animations for this character tab and so on. But while we can do all that theres one problem! to my understanding how these animations are triggered are set in the behavior file. now the animations we get into skyrim currently can only work as a Idle. that is the triggered by a script or a scene in a quest, a dialoge and so on. with what im attempting to in theory it will add a bunch of new action and animation events by doing so we can then open up almost all the "doors" locked to us atm such as the ability to make new combat styles new weapon types and so on
torkenstiem Posted February 23, 2013 Posted February 23, 2013 does this mean we wont have to use such mods as finis? or is this gonna be sumthin else like it?
squall1151 Posted February 23, 2013 Posted February 23, 2013 oh wow i think i understand. but if im right thats gunna be hell of a challange! but if it works future mods will be using this for ever. I wish you the greatest of luck and will be keeping a keen eye on this thread.
VectorPlexus Posted February 23, 2013 Posted February 23, 2013 Ok here let me explain the current animation dilema the skyrim modder faces. Atm We can create animations for skyrim we can get skyrim to read them we can get them to show up on the preview animations for this character tab and so on. But while we can do all that theres one problem! to my understanding how these animations are triggered are set in the behavior file. now the animations we get into skyrim currently can only work as a Idle. that is the triggered by a script or a scene in a quest, a dialoge and so on. with what im attempting to in theory it will add a bunch of new action and animation events by doing so we can then open up almost all the "doors" locked to us atm such as the ability to make new combat styles new weapon types and so on Well, thing is, its pretty hard to understand all the XML going on... and since we don't have access to the HBT source files, any editing will probably only be possible on the XML level. even if you go with HBT 6.x to build the XML for you and then convert it to 2010.2, you are still required to "merge" it manually at a text editor, right? Unless you are able to build from scratch, new behavior files, that will work with the default(fe)male.hkx project. If thats what you meant, then maybe its possible. Although you should at some part of the project XML, reference the new behavior file aswell (havent tried it). I've already sucessfully reverse-engineered a test project Theru did, and was able to recreate it and read its events. The problem is how the default character project communicates its behaviors/events/animations to other projects. Right now, I'm still head banging on my keyboard to try to build a new body part that gets attached to the main project, just as the tails work. My guess is, that they work with the Attachment Modifier, but that seems to alter both behavior files, so, in order to be able to create a new one, you need the source for the main one. And for whoever asked about FNIS, if you edit the default(fe)male.hkx and the 0_master.hkx, it will probably get incompatible with FNIS, rendering it unusable for all the mods currently relying on it to work. Still, I'm very curious about this thread and will follow it, to see where it ends (hopefully something productive!)
jackaspades Posted February 23, 2013 Author Posted February 23, 2013 You are correct the merging is going to be difficult and i will be attempting it in multiple ways but i also thought of another way the new behavior could be activated, in theory could we not make it so that entering a sex scene or quest or what have you simply switches the players behavior files to the new ones have it play through the scenes in the new behavior and then switch back at the end of it?
VectorPlexus Posted February 23, 2013 Posted February 23, 2013 I dont think so, you cant switch from behavior files, the simply are there. But I looked again at the XML from the 0_master.hkx, and there'0s ne thing there, that I wasnt aware of yet: it has reference to other behavior files: <hkobject name="#0480" class="hkbBehaviorReferenceGenerator" signature="0xfcb5423"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <hkparam name="variableBindingSet">null</hkparam> <!-- cachedBindables SERIALIZE_IGNORED --> <!-- areBindablesCached SERIALIZE_IGNORED --> <hkparam name="userData">0</hkparam> <hkparam name="name">StaggerBFR</hkparam> <!-- id SERIALIZE_IGNORED --> <!-- cloneState SERIALIZE_IGNORED --> <!-- padNode SERIALIZE_IGNORED --> <hkparam name="behaviorName">Behaviors\StaggerBehavior.hkx</hkparam> <!-- behavior SERIALIZE_IGNORED --> </hkobject> so maybe (a very maybe) its possible to create new behavior files from scratch, I'm just not sure how and what to do with them. And ofc, I could just take the XML, and by checking the tags, I could replicate the source file (at least partially) because the tags are very desciptive. For example, hkbBehaviorReferenceGenerator can be set with a child node, within a Modifier Generator... but that would be pretty time consuming, and probably still wouldnt solve any compatible problems between mods. EDIT: I was re-installing FNIS, since I did a clean install on my game and mods, and actually thats the way I think FNIS works, it adds/hooksup new behaviour files in the 0_master.hkx
jackaspades Posted March 7, 2013 Author Posted March 7, 2013 Hey Guys Just wanted to let you know im still here and trying to work on this but ive run into some technical issues with my 3ds max and a few other things so ive been trying to sort that out
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