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Furniture Alignment Correction for NPC´s (No esp)


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Posted
12 hours ago, Pfiffy said:

So this script has to be attached to the furniture.... can you show me how it has to be done I just need one example so I can add it to my SE conversion of ZAZ 8+....

Sure.

 

step1: open up the furniture entry, click "add script", and select "pamaFurnitureAlignmentHelper"
 

Spoiler

alignmentTutorial_1.jpg.da7cbfa456997215f24b09ce65ec992e.jpg

 

Step2: click ok, done.

Spoiler

alignmentTutorial_2.jpg.3975f3f6bc22490f2798f2748896157d.jpg

 

Properties can be left alone for 99% percent of all furnitures.
For the odd Device which has its sit-marker not aligned with its origin, you need to load the devices nif in nifscope and look up the offset. This offset then needs to be filled into the properties.


And another caveat, Don´t use this script for devices with multiple sit-markers (like the branding-saddle) for example.

These things would require a more specialized solution to have any meaningful functionality anyway.

Posted (edited)

Well, at least its worth a try. I will check if I can handle it alone. If not I might ask you for further help.

Edited by Pfiffy
Posted
Just now, Pfiffy said:

Well at least its worth a try, 

Note that I just uploaded a new version which you should use.

I included a few improvements and did some more testing, so it shouldn't break other mods which rely on zap.

Posted
1 hour ago, Pamatronic said:

Note that I just uploaded a new version which you should use.

I included a few improvements and did some more testing, so it shouldn't break other mods which rely on zap.

Ok... What will happen if I catch one of those with multiple markers?

Posted
40 minutes ago, Pfiffy said:

Ok... What will happen if I catch one of those with multiple markers?

All actors would get "corrected" into the same spot, instead of the different markers.

Just leave those alone, As mentioned, without any specialized function managing script (like the one on the vanilla chopping block for example), the multi-marker devices are pretty pointless. They cant sync up their actors respective animations with each other, so there really is no reason anyone would ever place a raw-version of these furniture anywhere.

Posted (edited)
8 hours ago, Pamatronic said:

All actors would get "corrected" into the same spot, instead of the different markers.

Just leave those alone, As mentioned, without any specialized function managing script (like the one on the vanilla chopping block for example), the multi-marker devices are pretty pointless. They cant sync up their actors respective animations with each other, so there really is no reason anyone would ever place a raw-version of these furniture anywhere.

What about the beds? They also have more makrers, but just one for sitting.

 

And can you give me an example for the offset?

Edited by Pfiffy
Posted (edited)
14 hours ago, Pfiffy said:

What about the beds? They also have more makrers, but just one for sitting.

Depends.
If they have more than one marker or any sleep marker whatsoever, leave them alone. sleep markers use vanilla anims and shouldn't have misalignment issues to begin with.
If they only have a single sit-marker (like the bed of surrender for example) you can use the script.

 

 

14 hours ago, Pfiffy said:

And can you give me an example for the offset?

Sure. open up the nif file in nifscope and look for the furniture marker node.
Most furnitures only have a single marker and wont have any offsets, which would look like this:

Spoiler

alignmentTutorial_1.jpg.d89ec33f2efe9bef0f3e8c11f4ba1cfc.jpg

In this case you can leave the script properties alone.

(Actually, out of memory I wouldn't know of a single 1-Actor Furniture which uses offsets, but you might find one.)

 

 

Just to get an example, I´m using the chopping block here. A sit marker with an offsets would look like this:

Spoiler

alignmentTutorial_2.jpg.25d637dde1f24c9d8cd0656622c67134.jpg

X and Y should be straightforward. Z is never used by the engine, so it can be ignored.
Heading uses Radian for some godforsaken reason, so you have to convert it to Angle manually. (In this case 4.712389/π*180° =270°)

So if this were a single Actor Furniture, you´d have to fill out the properties thusly:

Spoiler

alignmentTutorial_3.jpg.3b85aa644f199a5cc88309466bb85663.jpg

 

Edited by Pamatronic
Posted (edited)

Ok... The first bed I checked has an offset: I think this will become the hard part of the job.... 

 

Edit: What is the first proprty for? Offset rotation?

Edited by Pfiffy
Posted (edited)

I've been using the previous version just fine.
In the updated version this time, [ not yet aligned] keeps appearing in the upper left corner.

Unfortunately I overwrote it after downloading the newer version.
I want to back up with Furniture_Alignment_Helper_V2 version.
Is it possible to download an older version?
I use Furniture_Alignment_Helper_V3 now, but the message keeps repeating in the upper left corner, so I can't play the game.

 

Spoiler

111.jpg.be49cab1787895dd0c363919b79e4c12.jpg

 

 

Edited by imauto93
Posted
48 minutes ago, imauto93 said:

I've been using the previous version just fine.

Previous version would have caused issues if used on furnitures with offsets, since the formula used there was untested and faulty.

 

49 minutes ago, imauto93 said:

In the updated version this time, [ not yet aligned] keeps appearing in the upper left corner.

Sorry about that. Uploaded corrected version.

Posted
1 hour ago, Pfiffy said:

Edit: What is the first proprty for? Offset rotation?

Just as described above.
The sit-markers can have a different rotation than the actual furniture. This rotation offset is denoted as the "Heading" value in the nif file.

Posted (edited)

I just re-downloaded the modified file. The new file worked fine with no debug messages.

The animation works well with the correct position on the furniture This [Furniture Alignment Correction for NPC´s (No esp)] is a really cool mod

Spoiler

111.jpg.50b9741495baa693280ba4f6f60af4f8.jpg

 

Edited by imauto93
Posted (edited)
3 minutes ago, Pamatronic said:

make sure to actually overwrite the files.

I downloaded again.
it works very well. thank you. pamatronic

Edited by imauto93
Posted
55 minutes ago, Pamatronic said:

Just as described above.
The sit-markers can have a different rotation than the actual furniture. This rotation offset is denoted as the "Heading" value in the nif file.

Damn..... I'm already at 'F' and now I have to go throu all of them again...

Posted
1 hour ago, imauto93 said:

I just re-downloaded the modified file. The new file worked fine with no debug messages.

The animation works well with the correct position on the furniture This [Furniture Alignment Correction for NPC´s (No esp)] is a really cool mod

  Hide contents

111.jpg.50b9741495baa693280ba4f6f60af4f8.jpg

 

Unrelated, but do you have a link to these followers?

Posted
18 minutes ago, Pfiffy said:

Damn..... I'm already at 'F' and now I have to go throu all of them again...

Small price for the End Result.
Zap8 is one of the most widespread mods out there and this Misalignment issue has plagued users since forever.
Fixing it will make a lot of people happy.

By the way, I Uploaded a new version (V4). Adds an additional safeguard against a potential papyrus loop.
Sorry for the spamming, but given the potential consequences, I´m better safe than sorry.

Posted
4 hours ago, Pfiffy said:

Damn..... I'm already at 'F' and now I have to go throu all of them again...

You do not need to do that. This can be made by the third-party users on only some dedicated furnitures. Nobody is using all furnitures in a single quest-mod.

And ZAP 8+ for SSE  soon is not in focus any longer. There´s even no modern body-support inside of it.

 

 

 

 

Posted
4 hours ago, Pamatronic said:

Small price for the End Result.
Zap8 is one of the most widespread mods out there and this Misalignment issue has plagued users since forever.
Fixing it will make a lot of people happy.

By the way, I Uploaded a new version (V4). Adds an additional safeguard against a potential papyrus loop.
Sorry for the spamming, but given the potential consequences, I´m better safe than sorry.

 

It should be known that the zap ONLY has been made for the player to be used-not at least because it is not working by adding only wildly idle-animations into the behavior-graph, which additionally are not computed by fnis engine-conform and improvisated "luckily working". The users simply do/did not read carefully about ZAP. Though it always has been WELL explained by the creators and set up as a standard restriction inside of each furniture and therefore used for quest-mods in a correct way.

This plague is a plague of the user, who is simply stepping ahead and looking for more options, which are simply not available. As I like successful scripting between the correct parts of the game it is here sadly once more supporting an aspect of ZAP to play with, which ZAP and FNIS are both not designed for.

Simply take it as it is. The script may be helpful - I tested it and it is not allowing to compensate the problem against a misangulry glitch-into a furniture-it can not work because the idles are not bound on the behavior-graph.

 

 

Posted
On 2/2/2023 at 3:18 AM, Pamatronic said:

All actors would get "corrected" into the same spot, instead of the different markers.

Just leave those alone, As mentioned, without any specialized function managing script (like the one on the vanilla chopping block for example), the multi-marker devices are pretty pointless. They cant sync up their actors respective animations with each other, so there really is no reason anyone would ever place a raw-version of these furniture anywhere.

....(!!!!)....(????)

Posted (edited)
9 hours ago, Pamatronic said:

Unrelated, but do you have a link to these followers?

This follower is a character I created.

I live in a huge playhome with 20 rooms with 400 followers. Sexy girls are all East Asians.

This is her cme and head mesh and textures. Her weight is 100.

 

(This is a picture of the mod working animations in the exact position of the furniture.)

Spoiler

 

Edited by imauto93
Posted

@t.ara, Chill, its fine.
Its just a simple and quick fix those who Want to lock up some NPC´s in their home.
And even if Zap was made with player use in mind, The reality is that folks always have used the stuff for NPC´s as well. And why wouldn't they?
Adding this little fix, even if not perfect, will improve the overall fun-factor people will get out of zap, and its simple enough to not interfere with anything. So I really don't see any reason not to use it.

 

3 hours ago, t.ara said:

You do not need to do that. This can be made by the third-party users on only some dedicated furnitures.

Usually I would agree with this one, but the Vast majority of users wont be aware that this fix exists. Its easy enough to remove from an individual device if not needed, and having it included in Zap by Default will likely be a plus to most users. Especially those who just want to play around with it for a bit, rather than making large mods right away.

Posted (edited)
4 hours ago, t.ara said:

You do not need to do that. This can be made by the third-party users on only some dedicated furnitures. Nobody is using all furnitures in a single quest-mod.

And ZAP 8+ for SSE  soon is not in focus any longer. There´s even no modern body-support inside of it.

 

I'm doing it for myself... And I can share it, when I'm done. As long as ZAZ 9 is not ported and supported by other mods, users don't have any alternatives or I don't see them. But what I see is that ZAZ is every load order that I have seen here, so every little improovement is a good one. It will be a work for few days to add the script to all furnitures and look up the offsets, but then I'm sure that I have done what I could do. 

 

This is strange: Nifscope shows me a Heading: 1.74822E-7

 

And I have a missing nif: ZaZ-UltimateDataPack\Zaz - Cages\zbfFarytaleGlassCoffin@85degree.nif

Edited by Pfiffy
Posted

 

Have you considered using spinetranslateto instead of translateto as it forces the final position at the end?

 

eg

 

EVENT onActivate (objectReference triggerRef)

  triggerRef.SplinetranslateToRef( self, 1.0, 20.0 )

EndEvent

 

I've been testing it. Only for 3 types of devices but so far 100% success rate for getting the NPCs correctly positioned and rotated.  Maybe I've just been lucking during these tests but you can occasionally see them `jumping' to the right position/rotation at the end of the translation, which is when I think the translatetoref would have failed to give perfect alignment. 

(Plan to include it in next SCB update.)

 

Posted

My chilling reply: it´s not bad what you try to do a

4 hours ago, Pfiffy said:

 

I'm doing it for myself... And I can share it, when I'm done. As long as ZAZ 9 is not ported and supported by other mods, users don't have any alternatives or I don't see them. But what I see is that ZAZ is every load order that I have seen here, so every little improovement is a good one. It will be a work for few days to add the script to all furnitures and look up the offsets, but then I'm sure that I have done what I could do. 

 

This is strange: Nifscope shows me a Heading: 1.74822E-7

 

And I have a missing nif: ZaZ-UltimateDataPack\Zaz - Cages\zbfFarytaleGlassCoffin@85degree.nif

 

If you want you can share that-i know you want support zap and/or optimize it. I only inform you about the possible downsides using the mods for npcs. Furnitures for NPCs need to have a more correct implementation inside of the engine. This can not being offered by the existing official FNIS versions.

The quest-moder can use the scripts themselves on their placed stuff.

As soon you switch the "player only" marker "off", your version will become incompatible !! In this case lot of stuff will not work with ZAP any more correctly, old or new.

 

Those 85-degree coffins can not work by that method. Those files you can delete. That was an experimental file, only. It could being made but that task needs another solution and I doubt that nowadays one has poential interest for such a coffin inside their mods. I did not delete it.

The headings (horizontal-ones) will not affect on the script of pama. The script can be added on all the furnitures of zap, also working on those with multiple seats. And specially interesting there!

p.s if the nif is missing you simply delete it´s link, animation/furniture-setup or elsewhat.

 

 

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