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Posted

Can you turn those poses and props from TDA into droppable or placeable interactable devices that you can either use yourself or set a nearby actor to use? I did play around with some poses but never made any like furniture from it, just added it as a pose like in ctaddpose. I kind of want to make furniture (torture devices or pose props) that you can drop and move freely and use.

 

https://www.loverslab.com/topic/216386-trying-to-convert-kf-extracted-from-animated-nif-to-usable-kf-for-player-or-npc/

 

Posted
4 hours ago, Zaragorov said:

Can you turn those poses and props from TDA into droppable or placeable interactable devices that you can either use yourself or set a nearby actor to use? I did play around with some poses but never made any like furniture from it, just added it as a pose like in ctaddpose. I kind of want to make furniture (torture devices or pose props) that you can drop and move freely and use.

 

https://www.loverslab.com/topic/216386-trying-to-convert-kf-extracted-from-animated-nif-to-usable-kf-for-player-or-npc/

 

The furniture cannot be dropped.

 

But you can call it with a script and move it (skillfully so that its collision is updated after moving)

 

This requires a lot of script work, there (in my mod about the prison) all this work has already been done, except for moving the furniture.

Posted
On 12/11/2023 at 9:27 PM, TDA5 said:

This got me thinking it'd be fun to combine with LST and place a few markers around the world where you could order the NPC to stand.
I think I've made sense of most of the scripting but what could I do about the contents of aaaSlap1? Would it even be possible to use OnActivate or GetActionRef without directly giving the script to specific NPCs?

Posted (edited)
19 hours ago, MailPervert said:

This got me thinking it'd be fun to combine with LST and place a few markers around the world where you could order the NPC to stand.
I think I've made sense of most of the scripting but what could I do about the contents of aaaSlap1? Would it even be possible to use OnActivate or GetActionRef without directly giving the script to specific NPCs?

The actor must have a search or activation package. to activate something - and that something (object or actor) invoked its own script. The script works when the player is in this location (otherwise there may be problems). In short - everything was done to optimize the process and properties of the engine (excluding the possibility of CTD) Next - I need a more specific question.

Edited by TDA5
  • 2 weeks later...
Posted
On 12/19/2023 at 9:59 PM, TDA5 said:

The actor must have a search or activation package. to activate something - and that something (object or actor) invoked its own script. The script works when the player is in this location (otherwise there may be problems). In short - everything was done to optimize the process and properties of the engine (excluding the possibility of CTD) Next - I need a more specific question.

I realize now I didn't express well what exactly I was trying to figure out but it's no matter, I changed my mind on how I wanted things to work. Thanks for the answer anyway.

This is unrelated but while we're at it I do have one question for you, do you happen to be able to share the mod "Caricature Animation" you had on up Nexus years ago with the dialogue-triggered kissing?

Posted
On 1/3/2024 at 5:18 PM, MailPervert said:

I realize now I didn't express well what exactly I was trying to figure out but it's no matter, I changed my mind on how I wanted things to work. Thanks for the answer anyway.

This is unrelated but while we're at it I do have one question for you, do you happen to be able to share the mod "Caricature Animation" you had on up Nexus years ago with the dialogue-triggered kissing?

Pfff... Where should I look for this?

Maybe I deleted everything many years ago..

. So many years have passed...

 

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