oli3d Posted May 11, 2013 Posted May 11, 2013 Moin.... played a little bit with ZaZ animations in the CK... made a plugin(for zaz animation pack 05.1) Spells: Get the spellbooks via Console "help zaz:" Test it...... Do not forget the "Free Girl" spell to end the Animations(Girls walking with pillorys etc. .....). I added a pillory in the back yard of the whiterun smith shop..... say to your (female) follower to sit there .... (i changed the pillory with nifscope into a... say chair with branche for a common chair... - you find it in the meshes folder.... if you load the plugin in the CK and looking for details you will find them)<- first time using nifscope..... the follower will do the "sit animation", then via script the ZaZ-pillory animation(the placed pillory will disappear, ZaZ-AnimPillory will appear) ... after 30 sec the animation ends and the static pillory will appear again for further use.... i think one can make all the pillorys, wheels etc. into a chair or similar interactive object ....(will try it tomorrow).. it may simplify things if i had have the pillory animation without pillorys... but om the other side ... maybe it would more complicated to get the actors in the right position..... my plugin is a proof of concept... so it is free to use and alter.... decorate your homes.... o3ZaZanimspells-v002.zip thanks to masterchriss and xaz for the animation framework, ag12 for his inspiration (inspecting slaves...you know... ), Fores for his work etc.... (edit) and thanks to Andragon - Underground Bathhouse(dark area) - for inspiration... Moin Oli P.s.: i am german... so do not complain about my english... especially after i drunk one and a halve bottle of wine(best thing for coding) a link is a link is alink: http://www.loverslab.com/topic/17062-zaz-animation-pack/page-35?do=findComment&comment=390948
zax Posted May 11, 2013 Posted May 11, 2013 Is that "sit animation" considered as "isSitting" in game? If not then you could simply put pillory as normal activator, then call specific zazPilloryIdle via script?
oli3d Posted May 11, 2013 Author Posted May 11, 2013 Is that "sit animation" considered as "isSitting" in game? If not then you could simply put pillory as normal activator, then call specific zazPilloryIdle via script? i just added the branch "furniture" to the pillory....from a standartd chair extracted from teh skyrim meshes bsa(nifscope) after i confirmed the "normal sitin animation" worked... i added a script to the pillory in whiterun. i tryed hours to get the animation script on the activating actor working.... if you read the script, you will see, that i cast an akActivator to an Actor... "Actor VictimActor = (akActivator as form) as Actor"...... i would be glad if you show me a simpler way to use the pillory as an interactive furniture.... but now i am a little tired(wine ... you know )..... if you have any code or improvement... just post it and/or alter my mod, so i can learn.... MoinMoin Oli P.s: Maybe someone adds an intro animation(enter pillory/wheel/cage) and exitanimaton()....... hehe.. who knows who that will be...(not me... the piano has been drinkink...the piano has been drinking)...
zax Posted May 11, 2013 Posted May 11, 2013 EVENT OnActivate(ObjectReference akActionRef) Actor akActor = akActionRef as Actor self.Disable() akActor.playidle(SomeIdle) Utility.wait() akActor.(IdleForceDefaultState) self.Enable() ENDEVENT You can add MoveTo() function somewhere in between, after getting an activators coords with GetPosition functions, so its placed perfectly in same spot. Maybe even GetAngle for rotation. But pillory could be simply placed as world obj activator (with an above script attached) without changing its .nif into furniture, because custom furniture animations doesnt work (yet).
thor Posted May 12, 2013 Posted May 12, 2013 Scriptname PilloryActivatorScript extends ObjectReference bool akSlaveOnly = true bool akAllowSelfUnlock = true float akTimer = 0.0 float akTimeToEnd = 0.0 bool inuse = false actor myactor = none faction Property SlavesFaction Auto Idle Property ZazAPCAO009 Auto Hidden Idle Property zbfIdleForceReset Auto Hidden float property UnlockTimer { unlock timer in game days ; no timer if <=0 } float Function Get() return akTimer EndFunction function set(float value) akTimer = value endFunction EndProperty bool property SlaveOnly { usable only by members of slavefaction ; default true } bool Function Get() return akSlaveOnly EndFunction function set(bool value) akSlaveOnly = value endFunction EndProperty bool property AllowSelfUnlock { Allow the slave to unlock ; default true } bool Function Get() return akAllowSelfUnlock EndFunction function set(bool value) akAllowSelfUnlock = value endFunction EndProperty ; timer functions function startupdating() registerforupdate(1) endfunction event onupdate() if utility.GetCurrentGameTime() > aktimetoend unregisterforupdate() activate(myactor) endif endevent ; activate main function Event OnActivate(ObjectReference akActionRef) actor akactor = akActionRef as actor ; only slaves allowed to use ? if akSlaveOnly == true if !akactor.isinfaction(SlavesFaction) return endif endif if inuse == false ; Enter activation ; setrestrained ig good for NPCs but it locks camera for the player ; use DisablePlayerControls for the player if AllowSelfUnlock == false if akactor == game.getplayer() game.DisablePlayerControls() else akactor.setrestrained() endif else ; AllowSelfUnlock == true ; allow player to activate ( to exit ) and nothing else if akactor == game.getplayer() game.DisablePlayerControls(abActivate = false) endif endif ; do enter inuse = true myactor = akactor akactor.moveto(self) akactor.playidle(ZazAPCAO009) ; set timer if needed if aktimer > 0.0 aktimetoend = utility.GetCurrentGameTime() + aktimer startupdating() endif else ; Exit activation ; no need to check if allowed if akactor == game.getplayer() game.EnablePlayerControls() endif ; do exit inuse = false myactor = none aktimetoend = 0.0 akactor.setrestrained(false) akactor.playidle(zbfIdleForceReset) endif endevent I'm working on a script to use them as activator This script works with options set in properties the anims properties are set in the base object ( here for the pillory but the script works for other objects) faction, autolocking and timer are set in the reference object I plan to add a second activation stage for the master with synchronized anims for master and slave
zax Posted May 12, 2013 Posted May 12, 2013 thor, or you could put different keywords on different baseobjects then make script check self.HasKeyword then play proper idle
thor Posted May 12, 2013 Posted May 12, 2013 thor, or you could put different keywords on different baseobjects then make script check self.HasKeyword then play proper idle This will only work if you define all baseobjects and associated keyworks in the same esp/esm file
oli3d Posted May 14, 2013 Author Posted May 14, 2013 maybe we should wait for fnis 4.0 fores is working on. http://www.loverslab.com/topic/17067-fnis-for-modders-fnis-40-wip/ Moin Oli
WaxenFigure Posted May 15, 2013 Posted May 15, 2013 thor, or you could put different keywords on different baseobjects then make script check self.HasKeyword then play proper idle This will only work if you define all baseobjects and associated keyworks in the same esp/esm file Keywords checking can be done with simple literals and doesn't require them to be defined in the mod or some master mod. It does however require the maker of whatever would carry those keywords to have them in place.
zdwk223 Posted May 25, 2013 Posted May 25, 2013 sweet. just one question: is she locked there or she can move around like in the zaz animation pack?
oli3d Posted May 26, 2013 Author Posted May 26, 2013 sweet. just one question: is she locked there or she can move around like in the zaz animation pack? She is not locked, but she will not move(script), maybe can pushed around.... i am working on an update so one can lock/unlock actors- Moin Oli
Jim65 Posted June 23, 2013 Posted June 23, 2013 Is there any way to make them stay in the poses even after i leave the cell they are in?
oli3d Posted June 23, 2013 Author Posted June 23, 2013 Is there any way to make them stay in the poses even after i leave the cell they are in? yep. if the actor is controlled by a (controll)quest. i am working on this... but it will take a while, since i am occupied by RL.... Moin Oli
Jim65 Posted June 24, 2013 Posted June 24, 2013 Is there any way to make them stay in the poses even after i leave the cell they are in? yep. if the actor is controlled by a (controll)quest. i am working on this... but it will take a while, since i am occupied by RL.... Moin Oli Cool, cant wait
magnusx Posted June 24, 2013 Posted June 24, 2013 sweet. just one question: is she locked there or she can move around like in the zaz animation pack? She is not locked, but she will not move(script), maybe can pushed around.... i am working on an update so one can lock/unlock actors- Moin Oli Hi there, awesome work, jbzorg uses a modifier that reduces de velocity of movement of the NPCs to 0 i say this because when missleeches released the arachnophobia mod it caused a conflict with sanguine´s debauchery and jbezorg released a patch and he said that he used the feature of reduce the movement of the NPC to 0, just saying if it helps in any way, keep the great work! =)
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