hodni Posted July 1, 2013 Posted July 1, 2013 is there a way to prevent a timed animation sequence to move to its next set of animations in a sequence?~in my case its Skyrim EstrusI usually like using command consoles to keep the animations looping forever and that i can switch back and forth to certain key animation sets anytime I want.But say I actually start at the beginning of the animation. I input the console command:player.playidle zzestrusevtentacle01s1upon doing this, it starts the sequence of:zzestrusevtentacle01s1 (tentacles come out the ground grabs the victim)then moves to:zzestrusevtentacle01s2 (tentacles secure victim while victim struggles)then to:zzestrusevtentacle01s3 (tentacles finally overpower victim and proceeds to suspend up the air)THEN finally to:zzestrusevtentacle01s41 ( initial tentacle rape sequence. Looping)Now if the estrus was activated by ability (Dragonshout), that part of the animation would move on to the next sequence on its own which is "zzestrusevtentacle01s42" and move on till 01s43.. then to 01s5.. then to s61, s62, and finally s63 till it drops the victim to the ground and finishes the whole thing.BUT when done via console commands it will play the first sequences ( 01s1 to 01s3 ) but won't go beyond the looping portion ( 01s41 )Now my question would be is there a way to force the non-looping animation sequences to play as loops? More specifically zzestrusevtentacle01s2what files do I tinker with? Can this be done by merely editing some text lines in the files? or do I have to open the animation files themselves in blender or 3dsmax?Thanks for any help you guys can give
Recommended Posts
Archived
This topic is now archived and is closed to further replies.