HJHughJanus Posted November 20, 2022 Posted November 20, 2022 I want to make NPCs go into an idle animation, but the transition is extremely harsh (from standing to lying in a second, for example). Also, when I e.g. do a power attack on a lying opponent, the stagger animation triggers - is there a way of preventing that? If possible, I only want to use scripts and not alter game files (in order to stay most compatible with other mods). Best Regards HJ
traison Posted November 21, 2022 Posted November 21, 2022 Some animations I've used (such as the drunk idle) have multiple animations: IdleDrunkStart and IdleDrunkStop. These seem to blend properly.
HJHughJanus Posted November 21, 2022 Author Posted November 21, 2022 4 hours ago, traison said: Some animations I've used (such as the drunk idle) have multiple animations: IdleDrunkStart and IdleDrunkStop. These seem to blend properly. I'm using, for example, IdleWounded_02, which does not seem to blend properly - is there any way to do the blending by script? (e.g. animations made for transitioning from standing to lying) Also how do I stop the stagger and other animations from playing?
traison Posted November 21, 2022 Posted November 21, 2022 This thing claims to have a perk that prevents staggers on npcs.
HJHughJanus Posted November 25, 2022 Author Posted November 25, 2022 Seems like the guy didn't do it via script. This is the script: Scriptname SOS_StaggerDetectionScript extends ActiveMagicEffect Spell Property StaggerCooldown auto Event OnAnimationEventUnregistered(ObjectReference akSource, string asEventName) if akSource && akSource.Is3DLoaded() AnimRegistrations(akSource) endif EndEvent Event OnEffectStart(Actor akTarget, Actor akCaster) AnimRegistrations(akTarget) EndEvent Event OnRaceSwitchComplete() Utility.Wait(3.0) AnimRegistrations(GetTargetActor()) EndEvent Function AnimRegistrations(ObjectReference akTarget) if akTarget RegisterForAnimationEvent(akTarget, "staggerStop") endif EndFunction Event OnAnimationEvent(ObjectReference akSource, string asEventName) StaggerCooldown.Cast(akSource) EndEvent Seems the StaggerCooldown is the thing keeping the NPCs from staggering, is this correct?
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