Crib2Crypt Posted March 13, 2024 Posted March 13, 2024 so, since oblivion reloaded has the see yourself sleep option, i tried figuring out how to have it so any npc using scripted beds would have animations for it, like have an exebitionest bed where you activate to lay down and masturbate on it or crossed arms in a coffin. like type of script: object ScriptName CoffinBedAttachScript begin on activate set actor playidle vampireSleep move actor 5 on z axis ; to counteract the fact that the original sleep idles are higher than other idles end i know that's not the right terminology and i don't know how i would make it stop playing the animation when i activate for a second time to leave the bed
Crib2Crypt Posted April 8, 2024 Author Posted April 8, 2024 oh my god, oblivion has options built into the animations, i probably don't need a script, but i can't seem to figure out what the OR see yourself sleep script is like as i feel like it's messing with the animation use perimeters.
Crib2Crypt Posted May 15, 2024 Author Posted May 15, 2024 did i hallucinate the person who updated basic instinct? because i tried making a modified script to allow regular animations on beds without sinking into them... but its not working... what am i doing wrong? ScriptName changingTableScript short wassleeping float newpos long furnituremarker float hightoffset begin onactivate if wassleeping == 0 && getsleeping == 3 set hightoffset to 20 set furnituremarker to getfurnituremarkerid if furnituremarker == 1 || furnituremarker == 2 set newpos to getpos z + hightoffset setpos z, newpos endif endif if getsleeping == 3 set wassleeping to 1 else set wassleeping to 0 Activate endif end
TDA5 Posted May 15, 2024 Posted May 15, 2024 (edited) 8 hours ago, Crib2Crypt said: did i hallucinate the person who updated basic instinct? because i tried making a modified script to allow regular animations on beds without sinking into them... but its not working... what am i doing wrong? ScriptName changingTableScript short wassleeping float newpos long furnituremarker float hightoffset begin onactivate if wassleeping == 0 && getsleeping == 3 set hightoffset to 20 set furnituremarker to getfurnituremarkerid if furnituremarker == 1 || furnituremarker == 2 set newpos to getpos z + hightoffset setpos z, newpos endif endif if getsleeping == 3 set wassleeping to 1 else set wassleeping to 0 Activate endif end I don't understand why you would use a reloaded mod for this. For NPCs, you can simply use a temporary package - go to bed. For the player, you need to use the position and bed combination commands (In Oblivion, there are not many accessories, but animation (its height according to Non-Accumulator, for beds and sleeping bags is very easy to adjust through 3dsMax) Here is a small example (analogy) https://twitter.com/i/status/1480540874916384779 https://www.nexusmods.com/oblivion/mods/47950?_gl=1*kintyl*_ga*MTI5NTQ2Mjg1LjE2ODI0MjM4ODg.*_ga_N0TELNQ37M*MTcxNTc3MjYzNy4xNDA2LjEuMTcxNTc3MjY3Ni4wLjAuMA..&tab=description https://www.nexusmods.com/oblivion/mods/52120 ------------------------------------ The exact Heights for furniture must be looked at in global variables (in the editor), these are global variables example https://www.nexusmods.com/oblivion/mods/53755 Edited May 15, 2024 by TDA5
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