colourtemp3000 Posted December 27, 2021 Posted December 27, 2021 (edited) Hello, looks like I cant find any help with my problem. I trying make addon to EggFactory which able to add animations for player and npc (especially for npc) at labor, but I have so low experience with scripting and making events for games, so after lot of tryies I done nothing, my scripts dont work, even is it successful compiled, mod author dont want adding anim's since last century) and I dont know why, I found some vanilla idle animations which can be used at that addon, but as I already says I make too many mistakes at scripting and etc. I post here my ideas and scripts, please can you look at that and help me, or mb you can make a favor and make addon by yourself. First and second script, first script I tried to use at labor MagicEffect and disease, but at labor effect It dont work, and looks like disease not add to the npcs so this dont work too. At second script I tried to make animation start when fluid fx adding before labor and ending when item was unequipped after labor finished, but still have nothing works Spoiler Scriptname EggFactoryLaborAnims extends ActiveMagicEffect Idle Property EFlabor Auto Idle Property IdleStop_Loose Auto event OnEffectStart(actor akTarget, actor akCaster) akTarget.PlayIdle(EFlabor) endEvent event OnEffectFinish(actor akTarget, actor akCaster) akTarget.PlayIdle(IdleStop_Loose) endEvent Spoiler Scriptname EggFactoryFluidLaborAnims extends ObjectReference ObjectReference Property eggfactoryfluid Auto Actor Property PlayerRef Auto Event OnObjectUnEquipped(Form akBaseObject, ObjectReference akReference) If akBaseObject == eggfactoryfluid debug.SendAnimationEvent(PlayerRef, "IdleWounded03Exit") EndIf Utility.Wait(20) ;time it takes to finish the animation PlayerRef.PlayIdle(IdleStop_Loose) ;this prevents the actor from getting stuck in an animation loop EndEvent Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If akBaseObject == eggfactoryfluid debug.SendAnimationEvent(PlayerRef, "IdleWounded03") EndIf Utility.Wait(20) ;time it takes to finish the animation PlayerRef.PlayIdle(IdleStop_Loose) ;this prevents the actor from getting stuck in an animation loop EndEvent Also I made se conversion of last version of mod, I also post it here List of animations which can be used Spoiler IdleWarmHands_crouched_enter.hkx IdleWarmHands_crouched_exit.hkx IdleWarmHands_crouched_pot.hkx IdleGreybeardMeditateEnterA.hkx IdleGreybeardMeditateExitA.hkx IdleGreybeardMeditateIdleA.hkx IdleBlessingKneel_Enter.hks IdleBlessingKneel_Exit.hks IdleBlessingKneel_Loop.hks BleedOut_Idle.hkx WebIdleAltered.hkx or WebIdleBreathing.hkx WebIdleExit.hkx MT_Wounded_03.hkx MT_wouned03Exit.hkx MT_Wounded_02.hkx MT_wouned02Exit.hkx MT_BoyRitual.hkx P.S. Mb anywhere at original mod's scripts laying somewhat which can make nps playing animations like it player character does, but I dont found that, if it possible to make then I can just made addon with DAR to play random animations from list ( I can try ) EggFactory 36 SE.7z Edited January 1, 2022 by colourtemp3000
Scrab Posted January 1, 2022 Posted January 1, 2022 (edited) I never used Egg Factory so Im afraid I wont be able to help you a lot here The first script looks alright, did you check that they actually fire? Put a Debug.Messagebox/Trace/Notification into the Script to get some feedback if your Script got to where you want it to be The second Script is extending ObjectReference but the Equipped Events you are using are only firing for Actors. That aside, where are you using the Script? You should attach the Script to the "eggfactoryfluid" Object which I assume is an Armor Item. Changing your POV from the Actor equipping it to the Item being equipped, your Script would look like this: Scriptname EggFactoryFluidLaborAnims extends Armor Idle Property IdleStop_Loose Auto Event OnEquipped(Actor akActor) Debug.Notification(akActor + " is now wearing " + self) Debug.SendAnimationEvent(akActor, "IdleWounded03Exit") Utility.Wait(20) ;time it takes to finish the animation PlayerRef.PlayIdle(IdleStop_Loose) ;this prevents the actor from getting stuck in an animation loop EndEvent Event OnUnequipped(Actor akActor) Debug.Notification(akActor + " is no longer wearing " + self) Debug.SendAnimationEvent(akActor, "IdleWounded03Exit") Utility.Wait(20) ;time it takes to finish the animation PlayerRef.PlayIdle(IdleStop_Loose) ;this prevents the actor from getting stuck in an animation loop EndEvent This will now fire whenever an Actor (any Actor) equips the egg thing and play the Animation. If you only want to play if with the player, you put an if condition at the beginning and check "akActor" against "Game.GetPlayer()" (no need for an extra Property here) Then, some of your Properties in that second Script dont make sense making me assume if you filled in the Properties in first place? Take a look at the Papyrus Log and see if there are any Errors reported which could explain your issue. Filing in the Properties has to be done through the Creation Kit Edited January 1, 2022 by Scrab
colourtemp3000 Posted January 3, 2022 Author Posted January 3, 2022 (edited) On 1/2/2022 at 3:29 AM, Scrab said: I never used Egg Factory so Im afraid I wont be able to help you a lot here The first script looks alright, did you check that they actually fire? Put a Debug.Messagebox/Trace/Notification into the Script to get some feedback if your Script got to where you want it to be The second Script is extending ObjectReference but the Equipped Events you are using are only firing for Actors. That aside, where are you using the Script? You should attach the Script to the "eggfactoryfluid" Object which I assume is an Armor Item. Changing your POV from the Actor equipping it to the Item being equipped, your Script would look like this: Scriptname EggFactoryFluidLaborAnims extends Armor Idle Property IdleStop_Loose Auto Event OnEquipped(Actor akActor) Debug.Notification(akActor + " is now wearing " + self) Debug.SendAnimationEvent(akActor, "IdleWounded03Exit") Utility.Wait(20) ;time it takes to finish the animation PlayerRef.PlayIdle(IdleStop_Loose) ;this prevents the actor from getting stuck in an animation loop EndEvent Event OnUnequipped(Actor akActor) Debug.Notification(akActor + " is no longer wearing " + self) Debug.SendAnimationEvent(akActor, "IdleWounded03Exit") Utility.Wait(20) ;time it takes to finish the animation PlayerRef.PlayIdle(IdleStop_Loose) ;this prevents the actor from getting stuck in an animation loop EndEvent This will now fire whenever an Actor (any Actor) equips the egg thing and play the Animation. If you only want to play if with the player, you put an if condition at the beginning and check "akActor" against "Game.GetPlayer()" (no need for an extra Property here) Then, some of your Properties in that second Script dont make sense making me assume if you filled in the Properties in first place? Take a look at the Papyrus Log and see if there are any Errors reported which could explain your issue. Filing in the Properties has to be done through the Creation Kit Thank you, but script dont start, even notification dont work, also have compilation error, is this important? I fixed wrong animation name, and deleted idlestop then script was successfully compiled, but cant get it work, no anim started, no debug message, later will try this script at created by me special armor, mb some script at original mod dont let my script load? Edited January 3, 2022 by colourtemp3000
Scrab Posted January 22, 2022 Posted January 22, 2022 On 1/3/2022 at 9:29 PM, colourtemp3000 said: , also have compilation error, is this important? Replace "PlayerRef" with Game.GetPlayer() or create an Actor Property "PlayerRef" and auto fill it You should read through this here too to get some basic understanding of what youre doing Bethesda Tutorial Papyrus Hello World - Creation Kit
colourtemp3000 Posted January 30, 2022 Author Posted January 30, 2022 On 1/23/2022 at 4:57 AM, Scrab said: Replace "PlayerRef" with Game.GetPlayer() or create an Actor Property "PlayerRef" and auto fill it You should read through this here too to get some basic understanding of what youre doing Bethesda Tutorial Papyrus Hello World - Creation Kit Unfortunately I still cant make that script work, even debug message not showing, dont know what wrong, thank you anyway, mb scripting is just not for me, or mb someday I will make it works
1ostAndFound Posted June 15, 2022 Posted June 15, 2022 On 1/30/2022 at 11:16 AM, colourtemp3000 said: Unfortunately I still cant make that script work, even debug message not showing, dont know what wrong, thank you anyway, mb scripting is just not for me, or mb someday I will make it works You are the messiah my modlist has been looking for, would make eggfactory 321% more enjoyable, I've got no experience in this section of modding, I wish you the best of luck!
no_way Posted November 15, 2022 Posted November 15, 2022 On 12/27/2021 at 3:20 AM, colourtemp3000 said: Hello, looks like I cant find any help with my problem. I trying make addon to EggFactory which able to add animations for player and npc (especially for npc) at labor, but I have so low experience with scripting and making events for games, so after lot of tryies I done nothing, my scripts dont work, even is it successful compiled, mod author dont want adding anim's since last century) and I dont know why, I found some vanilla idle animations which can be used at that addon, but as I already says I make too many mistakes at scripting and etc. I post here my ideas and scripts, please can you look at that and help me, or mb you can make a favor and make addon by yourself. First and second script, first script I tried to use at labor MagicEffect and disease, but at labor effect It dont work, and looks like disease not add to the npcs so this dont work too. At second script I tried to make animation start when fluid fx adding before labor and ending when item was unequipped after labor finished, but still have nothing works Reveal hidden contents Scriptname EggFactoryLaborAnims extends ActiveMagicEffect Idle Property EFlabor Auto Idle Property IdleStop_Loose Auto event OnEffectStart(actor akTarget, actor akCaster) akTarget.PlayIdle(EFlabor) endEvent event OnEffectFinish(actor akTarget, actor akCaster) akTarget.PlayIdle(IdleStop_Loose) endEvent Reveal hidden contents Scriptname EggFactoryFluidLaborAnims extends ObjectReference ObjectReference Property eggfactoryfluid Auto Actor Property PlayerRef Auto Event OnObjectUnEquipped(Form akBaseObject, ObjectReference akReference) If akBaseObject == eggfactoryfluid debug.SendAnimationEvent(PlayerRef, "IdleWounded03Exit") EndIf Utility.Wait(20) ;time it takes to finish the animation PlayerRef.PlayIdle(IdleStop_Loose) ;this prevents the actor from getting stuck in an animation loop EndEvent Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If akBaseObject == eggfactoryfluid debug.SendAnimationEvent(PlayerRef, "IdleWounded03") EndIf Utility.Wait(20) ;time it takes to finish the animation PlayerRef.PlayIdle(IdleStop_Loose) ;this prevents the actor from getting stuck in an animation loop EndEvent Also I made se conversion of last version of mod, I also post it here List of animations which can be used Reveal hidden contents IdleWarmHands_crouched_enter.hkx IdleWarmHands_crouched_exit.hkx IdleWarmHands_crouched_pot.hkx IdleGreybeardMeditateEnterA.hkx IdleGreybeardMeditateExitA.hkx IdleGreybeardMeditateIdleA.hkx IdleBlessingKneel_Enter.hks IdleBlessingKneel_Exit.hks IdleBlessingKneel_Loop.hks BleedOut_Idle.hkx WebIdleAltered.hkx or WebIdleBreathing.hkx WebIdleExit.hkx MT_Wounded_03.hkx MT_wouned03Exit.hkx MT_Wounded_02.hkx MT_wouned02Exit.hkx MT_BoyRitual.hkx P.S. Mb anywhere at original mod's scripts laying somewhat which can make nps playing animations like it player character does, but I dont found that, if it possible to make then I can just made addon with DAR to play random animations from list ( I can try ) EggFactory 36 SE.7z 1.95 MB · 63 downloads Is this working now?
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