TDA Posted October 9, 2021 Posted October 9, 2021 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
t.ara Posted October 9, 2021 Posted October 9, 2021 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.
TDA Posted October 9, 2021 Author Posted October 9, 2021 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 ?) /////////////////////// I understood how it works - like everything in Skyrim - through the ass. Problem solved , now everything works as it should.
t.ara Posted October 10, 2021 Posted October 10, 2021 13 hours ago, TDA said: thanks. (In the IDanim object, must specify event - the UnequipAnimObject ?) /////////////////////// 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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