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Help with a script and an unwrapped template


dunk2491

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Posted

Hello all

 

I'm looking for help with a couple of things please if possible.

Firstly

I'm not sure if I may have followed numerous tutorials properly or not but I have tried unwrapping the femaleupperbody in blender so that I could get a basic template for placing tattoos around the body but I have no idea where to do the splits so that it matches the Cali Type3 body textures. At the moment it is a guessing games and a lot of messing around jumping in and out of the game to see where the tattoos sit on the body, sometimes they are cut of near a joint or there is black texture glitches around the hips.

 

Secondly

After creating a new race and a npc I have placed them in game in a pose.

The script I used is:

 

scn PoppyScript

 

Begin onload

playidle sng642b

 

end

 

In game the npc is in the idle position but is broken out of the pose by talking to the npc and by the npc becoming a stalker. Is there anyway I can get the npc to only do the idle pose?

 

Thank you for any help :)

Posted
52 minutes ago, dunk2491 said:

Hello all

 

I'm looking for help with a couple of things please if possible.

Firstly

I'm not sure if I may have followed numerous tutorials properly or not but I have tried unwrapping the femaleupperbody in blender so that I could get a basic template for placing tattoos around the body but I have no idea where to do the splits so that it matches the Cali Type3 body textures. At the moment it is a guessing games and a lot of messing around jumping in and out of the game to see where the tattoos sit on the body, sometimes they are cut of near a joint or there is black texture glitches around the hips.

 

Secondly

After creating a new race and a npc I have placed them in game in a pose.

The script I used is:

 

scn PoppyScript

 

Begin onload

playidle sng642b

 

end

 

In game the npc is in the idle position but is broken out of the pose by talking to the npc and by the npc becoming a stalker. Is there anyway I can get the npc to only do the idle pose?

 

Thank you for any help :)

 

For the first thing, I'm not sure why you need to unwrap it again, since the UV is already done, all you need would be opening the texture with a program of graphics and add the tattoos. If you want a blank UV template, you can open the mesh on nifskope, select the body on the render window, right click - texture - export UV.

 

For the second thing, also I'd need more details... do you want to avoid that the npc is clickable? or you want to have full interactions with it while it stays in pose? if it's the latter, I think it's only a matter of bone priorities inside the .kf file (the pose), but I would require to understand better what you're trying to do and then recreate on my computer to give you a better answer.

Posted

Thank you for you response.

the blank uv template is what I needed thank you very much :)

As for the npc I don't want any interactions with the npc other than when you mouse over her you get her name if possible but not important. The priority is that the npc stays in pose like being on display at a slave auction without any interactions that disturb the pose. So no talking and stop her from becoming a stalker.

Posted
8 hours ago, dunk2491 said:

Thank you for you response.

the blank uv template is what I needed thank you very much :)

As for the npc I don't want any interactions with the npc other than when you mouse over her you get her name if possible but not important. The priority is that the npc stays in pose like being on display at a slave auction without any interactions that disturb the pose. So no talking and stop her from becoming a stalker.

 

You can avoid interaction on a npc introducing something like this on its script:

 

Begin OnActivate

 

End

 

You can write it after the OnLoad script you wrote before, after that End. However, I think some events can still break the pose, like a fight, maybe he'll run away.

There's at least two other methods I could think about, eventually, but first you could see if it's enough introducing an empty OnActivate blocktype

Posted

Thank you for your help so far.

 

My script now looks like this:

 

scn PoppyScript

 

Begin onload

playidle sng 642b

 

end

 

Begin OnActivate

 

end

 

 

Sorry to say this did not sort the problem, the npc still comes out of the pose to become a stalker and you can still talk to the npc which also brings them out of the pose.

 

Posted

The OnActivate trick works fine, so there's something else going on.

For example, if you copy pasted that script in your last post, then yeah there's a typo in your playidle line, there can't be a space after sng.

 

But the OnActivate is only to avoid to talk with the npc. What do you mean with "become a stalker"? do you mean the npc is following you? what's the gameplay mechanic that allows the npc to follow you if you can't talk to him and so you can't ask to follow? I have a feeling you're trying to mix more elements... everything should be taken in consideration, or things won't work properly. eventually post the esp and the idle so we can inspect

Posted

I looked further into what was happening by disabling  a mod at a time and going into the game.

The code you told me to add works but when sexout assault is enabled the npc will come out of the pose and start stalking my character. I think sexout soliciting is another mod that is still allowing my character to talk and brake the npc's pose.

 

I looked at my script and it is correct it was just a miss type above :)

Posted
3 hours ago, dunk2491 said:

I looked further into what was happening by disabling  a mod at a time and going into the game.

The code you told me to add works but when sexout assault is enabled the npc will come out of the pose and start stalking my character. I think sexout soliciting is another mod that is still allowing my character to talk and brake the npc's pose.

 

I looked at my script and it is correct it was just a miss type above :)

 

That's what I was meaning: one thing is handling vanilla, one thing is handling other mods that trigger events and situations which are not supposed to exist in vanilla. If they are overriding an usual vanilla behaviour, they probably override your mod too if you don't find a way to make them interact correctly together.

Posted

So in sexout assault scripts there is a script called SexoutAssaultMCMScript which sets the likelihood of specific races becoming stalkers. Within this script there a lines such as the following:

 

let Mutants := !(SexAssault.Banned_Creatures[4])

SetUIFloat "StartMenu/MCM/*:1/*:4/_enable" 1

SetUIString "StartMenu/MCM/*:1/*:4/_title" "Allow Super Mutants"

SetUIFloat "StartMenu/MCM/*:1/*:4/_type" 4

SetUIFloat "StartMenu/MCM/*:1/*:4/_value" Mutants

 

Would I add new lines with the following changes

 

let (MyRace) := !(SexAssault.Banned_Creatures[4])

SetUIFloat "StartMenu/MCM/*:1/*:4/_enable" 1

SetUIString "StartMenu/MCM/*:1/*:4/_title" "Allow (MyRace)"

SetUIFloat "StartMenu/MCM/*:1/*:4/_type" 4

SetUIFloat "StartMenu/MCM/*:1/*:4/_value" (MyRace)

 

Again thank you for your time and patience :)

Posted
8 hours ago, dunk2491 said:

So in sexout assault scripts there is a script called SexoutAssaultMCMScript which sets the likelihood of specific races becoming stalkers. Within this script there a lines such as the following:

 

let Mutants := !(SexAssault.Banned_Creatures[4])

SetUIFloat "StartMenu/MCM/*:1/*:4/_enable" 1

SetUIString "StartMenu/MCM/*:1/*:4/_title" "Allow Super Mutants"

SetUIFloat "StartMenu/MCM/*:1/*:4/_type" 4

SetUIFloat "StartMenu/MCM/*:1/*:4/_value" Mutants

 

Would I add new lines with the following changes

 

let (MyRace) := !(SexAssault.Banned_Creatures[4])

SetUIFloat "StartMenu/MCM/*:1/*:4/_enable" 1

SetUIString "StartMenu/MCM/*:1/*:4/_title" "Allow (MyRace)"

SetUIFloat "StartMenu/MCM/*:1/*:4/_type" 4

SetUIFloat "StartMenu/MCM/*:1/*:4/_value" (MyRace)

 

Again thank you for your time and patience :)

 

I don't think so, "Mutants" probably is a variable which sets something else in the third section of the MCM (there should be something like Set Mutants to fValue).

I wouldn't focus on MCM itself, because it works on some specific way and you risk to break it, instead I'd check if there's documentation about avoiding certain races: probably there's a list where you can exclude certain races or npcs, or at least a documented way to do that.

 

Again, if you want more precise help you should provide your ESPs

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