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Stick an object to a specific part of the body?


RohZima

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Posted

I want to move an object - probably from a different cell to the one the PC is in - to stick to the player at a specific part such as hand, chest or pelvis. It needs to stay connected there though until told to move or disabled. It won't work if just stays in that coordinate in space.

 

Extra info: This is for a mod I want to make to make NPC's stare at the characters ass or boobs. I found that if I pick up a referenced object in game, use the console to tell an NPC to look at it, then the NPC head will follow it as I move it around with the grab feature. So I want to make an invisible object that can be beamed to the character, then "stick" in position so the npc's will follow that body part with head tracking.

 

Hope I can get this working.

Posted

Greetings,

 

a very interesting endeavour. I assume you are familiar with the mod "Eyes up here" on the nexus, which attempts a similar thing using a race change?

 

Anyway, to your particular approach/issue: Since your object needs to be of type ObjectReference, I am guessing using an Armor or WornObject is out, since you can't cast those to ObjectReference. I haven't looked into it, but perhaps you already did so anyway.

Another thing that comes to mind is actually a bug I was experiencing: Certain animations, in the Zaz Animation Pack for instance, come with AnimObjects which "stick" to the player if the animation isn't ended properly. Perhaps there is some way to interact with and peruse these AnimObjects?

 

Yet another thought that came to me were arrows sticking to the player. Perhaps an invisible arrow might present an avenue?

 

I apologize for my vague ideas, as they might as well be of no help at all, but maybe you can make some use of them.

I will continue to follow you progress on this.

 

Regards, s3ngine

Posted
1 hour ago, s3ngine said:

Greetings,

 

a very interesting endeavour. I assume you are familiar with the mod "Eyes up here" on the nexus, which attempts a similar thing using a race change?

 

Anyway, to your particular approach/issue: Since your object needs to be of type ObjectReference, I am guessing using an Armor or WornObject is out, since you can't cast those to ObjectReference. I haven't looked into it, but perhaps you already did so anyway.

Another thing that comes to mind is actually a bug I was experiencing: Certain animations, in the Zaz Animation Pack for instance, come with AnimObjects which "stick" to the player if the animation isn't ended properly. Perhaps there is some way to interact with and peruse these AnimObjects?

 

Yet another thought that came to me were arrows sticking to the player. Perhaps an invisible arrow might present an avenue?

 

I apologize for my vague ideas, as they might as well be of no help at all, but maybe you can make some use of them.

I will continue to follow you progress on this.

 

Regards, s3ngine

 

Hey,

 

I didn't know about that mod I'll have a look.

 

You are right about everything else. AnimObjects won't work because the engine see's them as the 'Player.'

 

I even thought of the arrows thing and I selected one in game after shooting it into an NPC and the game thought it was the NPC. So nothing like that.

 

It has to be an object placed in game in the CK so it can have a REF in game that can be used to transport it to the player. That part is not a problem but the issue is it will probably just spawn at the players feet but with an offset but just stay there.

 

I want it to stick to a particular bone.

Posted

Greetings again,

 

I see, you were already one step ahead :)

Something else I just remembered: There is a mod on the Nexus called "Ride Sharing" which allows your follower to ride on a horse with you. From what I understand, this is achieved by attaching the follower to the player (or horse?) using a havok contraint. Perhaps you'll find something useable in this mods code? If it works for an actor, surely it should work for a simple objectreference too.

 

Regards, s3ngine

Posted
17 minutes ago, s3ngine said:

Greetings again,

 

I see, you were already one step ahead :)

Something else I just remembered: There is a mod on the Nexus called "Ride Sharing" which allows your follower to ride on a horse with you. From what I understand, this is achieved by attaching the follower to the player (or horse?) using a havok contraint. Perhaps you'll find something useable in this mods code? If it works for an actor, surely it should work for a simple objectreference too.

 

Regards, s3ngine

 

I got my mod WORKING because of you!

 

I looked into that mod "Eyes up here" and found that it's done with an "Body Part" added to that race specifically of type: "LookAt."

 

So now my character can sway her ass with GS animations while her followers heads all sway together watching it... It's awesome! I tried to upload a vid but it keeps crashing when I try to record. I'll try again in a bit. I'm excited cause I had this idea ages ago and now I have it working.

 

One small problem though. This is not mod ready because at the moment it is applied to all npc using default body data. So presumably everyone will be staring at everyone else's ass; not pleasing to Talos.

 

So I understand why that other guy made separate races, but I don't like that solution and have very limited scripting skills. 

 

If there is a way to simply enable or disable the mod while in game... Or maybe assign a specific "Body Data" to the character to override the one for their race, that would be good. But there would need to be a SKSE function for it.

 

EDIT: There isn't a SKSE function for it. So it looks like it does have to be bound to a race.

Posted

Greetings,

 

20 hours ago, RohZima said:

I got my mod WORKING because of you!

 

Now, now, I was merely dropping random hints, you did all the work :)

That's good to hear. But yes, Eyes Up Here has this limitation of needing to alter races to achieve the goal. Unfortunately, there seems to be no way to change the skeleton dynamically using scripts. That's what I read in various comments regarding the mod, at least.

Perhaps a .dll plugin could be made for this, but I had a look at this particular tech only a few days ago and, good lord, was I in over my head xD

 

Anyway, I am afraid I have no further suggestions as yet. Would be very interested in that video of yours, tho ^^

Happy modding, until then :)

 

Regards, s3ngine

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