Zaragorov Posted August 10, 2023 Posted August 10, 2023 Here's what I have so far... From the up004482.zip I believe by TBSK, I used the roastrat01.nif and extracted the KF file as: SpitRoasted.kf. From here you can either load up a skeleton + mesh and attach the animation via nifskope's options and have another version of the animated roastrat01.nif. But what I want and when I use the KF as an idle pose in game on an npc the head does not align with what it's supposed to as if I were attaching it in nifskope. The head portion just sits straight down and isn't moved to what it looks like with the way the original works where it's bent upwards. Does anyone know how to fix this. I tried looking at the string palette between the original animated nif and the extracted KF and it looks the same I believe. up004482.zip SpitRoasted.kf SpitRoastAnimObject.nif Orc Tester.nif Orc + AnimObject NIF + SpitRoasted KF.nif
fejeena Posted August 10, 2023 Posted August 10, 2023 So you want to use it as an AI package: use Item at But I think the NPC is dead when on the spit. It's during a quest? Why not disable the NPC and enable a static or activator item with a quest update? Then you only have to change the roastrat01.nif, Delete the girl, add the NPC. I tested it as vanilla replacer, roastrat01.nif (Orc instead of woman) and it works. Head in right position. Don't know what went wrong during the splitting into object and kf file. I saw you have changed the head and neck bones Priority from 26 to 99 = good, should move the head into the right position. at a loss, sorry.
Zaragorov Posted August 11, 2023 Author Posted August 11, 2023 I don't need it as a NIF. I need it as a KF and can't get the KF working as something used as an idle for a live target. I only get the second screen's result when I use it as a idle and use pickidle command on the target. I want it to look like how it is on the first screen and on the original roastrat with the woman and the orc tester with the head correctly on the stake.
fejeena Posted August 11, 2023 Posted August 11, 2023 (edited) Yes you want it as kf but I don't understand why? An NPC will not go to a fire and impale himself. So it is part of a quest. At stage 50 NPC is killed, at stage 55 impale, disable NPC , enable roastrat01.nif . problem solved. --------------------------------------------------------------- You kf can only work as idle because it is an Idle NiControllerSequence name is idle If you want to use it as walkforward name must be Forward ( check kf files in your _male folder, I'm sure you have a BBB replacer installed) If you want to use it with AI package "use Item at" name must be SpecialIdle. Like Talk_SeductiveIdleA and B or UseRake.kf or all dance.kf files, tit milking, scrubfloor, Sweep, ... The kf name can be "Why the fuck is it not working" the NiControllerSequence name is important. You know you can add kf files to NPCs in a esp in KFFZ-Animations. All the female walk Mods use it. And the female walk and idle kf files have different kf names ( like 0FemaleVariableWalk_Vilja.kf ) because only the NiControllerSequence name must have the right name , forward or fastforward or idle . Mybe the set as Idle is the problem. Head tracking? During a idle a NPC can move his head and look at player and other NPC, maybe thats why the head setting in the kf is ignored Edited August 11, 2023 by fejeena
Zaragorov Posted August 11, 2023 Author Posted August 11, 2023 Because I'd like to have them alive and dynamically equip and unequip parts.... while having the prop available. Can you use a animobject prop with a special idle?
fejeena Posted August 11, 2023 Posted August 11, 2023 (edited) Yes ... ? But they must be used. Rake, pickaxe, broom, juggling balls, ... There is pole dance animations with pole. All the Lovers sex animations with funiture. The pose animation with goblins and zombies ( yes they are only objects. equipped during the loop animation) kf files idleanims folder nif in idleobjects Spoiler Zombies animated, pole an chair static, all in one nif that is used with a special idle / Use-Item-At AI pack Edited August 11, 2023 by fejeena
fejeena Posted August 12, 2023 Posted August 12, 2023 (edited) It's working AI pack: use item at Idle object: SpitRoastAnimObject.nif result this Spoiler so it must have something to do with head tracking Oblivion.ini bDisableHeadTracking=0 changed to bDisableHeadTracking=1 result Spoiler So the problem is that the NPC is alive. The game engine overwrites the head animation because head tracking is active. Not sure if it helps to set him KnockedState or Unconscious if you don't change the Oblivion ini. . . Does he then continue to use the animation? But then you must script the whole thing with stages, first stage he must use the animation, is in position, then stage 2 set Unconscious. But then you can not talk to / activate him. So the simplest solution: disable head tracking in your Oblivion ini. Edited August 12, 2023 by fejeena
Zaragorov Posted August 14, 2023 Author Posted August 14, 2023 Thanks for your help Fejeena~! I was able to use the SetUnconscious command to get the right position without turning off headtracking in the ini.
mma75online Posted January 25, 2024 Posted January 25, 2024 Please Upload again ( up004482.zip & SpitRoasted.kf ), I want to take a look.
fejeena Posted January 25, 2024 Posted January 25, 2024 I can't find the files Only the 004482 RoastHuman up004482.zip 1
fejeena Posted January 25, 2024 Posted January 25, 2024 I have extracted kf from the 004482 nif and also the nif for Idle object Now you can use with an NPC AI Package UseItemAt, time: always. Add the Idle Object The NPC SetUnconscious roastHuman kf idleobject.7z 1
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