chajapa Posted June 14, 2020 Posted June 14, 2020 I have a specific customized animation I'd like to run during a scene. I put it together into a SLAL pack. What I would LIKE to do is something like: If [this animation] is installed, run it else run [this other one] ; one that I know is standard sexlab animation Is there a way to see if that specific animation is installed? I tried putting the animation files in with some other stuff I've included in my mod, ran FNISforModders, and it reads it with no errors but it doesn't register with Sexlab so I'm assuming I'm missing a script so SexLab recognizes it that way. That would avoid the need to have the SLAL pack. (Although that was a learning experience to create)
Pamatronic Posted June 14, 2020 Posted June 14, 2020 Not sure if this applicable to your case, but the playIdle() function returns a boolean value. So you could do something like if (actor.playIdle(myIdle)) ;succes! else ;playstandardAnimation, endIf this would of course just check whether that animation is in the game at all, but wouldn't say whether its registered with sexlab or not ?
chajapa Posted June 14, 2020 Author Posted June 14, 2020 I'm not sure that would work with an animation with multiple stages. I have poses that required FNISforModders but I can call them specifically by name. I think a multi-actor animation would need something more. If I created an esp with the SLAL pack I could check for it, but I don't want to add an esp just for one animation.
chajapa Posted June 15, 2020 Author Posted June 15, 2020 Got it. I made a bool property and created a function function HasTaste() if SexLab.AnimSlots.GetbyRegistrar("ELV_Taste") GotTaste = True else GotTaste = False endif endfunction Now I can just check against that boolean to see if the animation is installed.
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