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Question about animobjects


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Posted

Question about animobjects.

How can I uneqip a custom animobject after animation without scripts?

 

Why no scripts - because animation is used for IdleMarker.

 

I have a sequence like this, and it does not work, the anim object remains after animation in the actor's hand

 

so -o,a,B1.2 05SmallSpot 5SmallSpot.hkx 0aaaaAnimObjectBlacksmithForgeHammer
+ -a,B2.1 Eidlewarmhands_crouched_exit Eidlewarmhands_crouched_exit.hkx

Posted

Can´t...it´s the way how it simply has been developped to work DURING an animation-FNIS´s behavior is of cause little adding an animated object LATER/with delay, some more heavy stuff is not working on NPC´s and mostly everything works with FNIS at the player.

It ´s the best to ADD an OBJECT together with the animation by using an extra mechanic which has NOTHING to do with the vanilla animated-objects as they do not work pretty much in every situation on NPCs. If such an asset is part of an additem-list one can deequip that by the add-item-menu, by script or by a DUMMY equipment...dummies can be created for every body-clothing slots and remove in the easiest way the wanted position of an asset.

I would ONLY go for coding if all the logical ways of existing mechanics do not work or support your mod-idea.

 

And you can add assets to the player/NPCs, which are not show up in the add-item-list, so that the players has under normal situations NO access to that sort of items, they are set: NOT PLAYABLE in that case.

Posted
28 minutes ago, t.ara said:

Can´t...it´s the way how it simply has been developped to work DURING an animation-FNIS´s behavior is of cause little adding an animated object LATER/with delay, some more heavy stuff is not working on NPC´s and mostly everything works with FNIS at the player.

It ´s the best to ADD an OBJECT together with the animation by using an extra mechanic which has NOTHING to do with the vanilla animated-objects as they do not work pretty much in every situation on NPCs. If such an asset is part of an additem-list one can deequip that by the add-item-menu, by script or by a DUMMY equipment...dummies can be created for every body-clothing slots and remove in the easiest way the wanted position of an asset.

I would ONLY go for coding if all the logical ways of existing mechanics do not work or support your mod-idea.

 

And you can add assets to the player/NPCs, which are not show up in the add-item-list, so that the players has under normal situations NO access to that sort of items, they are set: NOT PLAYABLE in that case.

thanks. (In the IDanim object, must specify event - the UnequipAnimObject  ?)

un.jpg

///////////////////////

 I understood how it works - like everything in Skyrim - through the ass. Problem solved , now everything works as it should.

Posted
13 hours ago, TDA said:

thanks. (In the IDanim object, must specify event - the UnequipAnimObject  ?)

un.jpg

///////////////////////

 I understood how it works - like everything in Skyrim - through the ass. Problem solved , now everything works as it should.

lol-that ´s nice...if it suits your mod or if it is working for your idea it is phantastic:-)

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