adle Posted June 24, 2024 Posted June 24, 2024 Hi Folks, i currently planning to make a scene, where the player is bound to an pillory and unable to move. Then a bunch of dudes should walk into the room and should have their way with the player while locked. I want to use ZAZ idles likes this one for the scene: Spoiler ' Pillory Bound 01 (sex) S -a,md ZapWriPillorySex01_A2_S1 ZazAPPillSXBOEnterA.hkx + -md ZapWriPillorySex01_A2_S1b ZazAPPillSXBOEnterLoopA.hkx b -md ZapWriPillorySex01_A2_S2 ZazAPPillSXBO01A.hkx b -md ZapWriPillorySex01_A2_S3 ZazAPPillSXBO02A.hkx b -md ZapWriPillorySex01_A2_S4 ZazAPPillSXBO03A.hkx b -md ZapWriPillorySex01_A2_S5 ZazAPPillSXBOEND01A.hkx S -a,md ZapWriPillorySex01_A2_S6 ZazAPPillSXBOExitA.hkx + -md ZapWriPillorySex01_A2_S6b ZazAPPillSXBOExitLoopA.hkx Similar to the Scene's in dogma's Thief quest. Sadly he doesn't have the source files included. Tried to read into the ZAZ Doc's but couldnt find anything really useful. I guess i have to disable the static pillory for the scene first, and then play the idles for the Player. But how do i align the idle of the guy then? i guess easiest would be to use sendanimationevent right?
badbat111 Posted June 24, 2024 Posted June 24, 2024 i like the idea if your not adding aniations themselfs could you make 1 for le ?
traison Posted June 24, 2024 Posted June 24, 2024 I wouldn't even attempt to manually line up two idles like that. First off, an animation that just so happens to line up with the ZAZ idle may not even exist and secondly, getting them to sync is probably not going to happen. If you believe "Scene's in dogma's Thief quest" contains the answer to this and the sources you're talking about are Papyrus scripts then send the pex files to me, I'll get the sources for you. I'd be happy to be proven wrong in my previous paragraph.
adle Posted June 24, 2024 Author Posted June 24, 2024 (edited) 6 hours ago, traison said: I wouldn't even attempt to manually line up two idles like that. First off, an animation that just so happens to line up with the ZAZ idle may not even exist and secondly, getting them to sync is probably not going to happen. If you believe "Scene's in dogma's Thief quest" contains the answer to this and the sources you're talking about are Papyrus scripts then send the pex files to me, I'll get the sources for you. I'd be happy to be proven wrong in my previous paragraph. i see. Already have been told that zaz with furniture and idle animation will be difficult. I guess its not doable, or more doable by someone with more experience. regarding dogma's thief. Pretty difficult to locate the script for it without beeing able to look into it. Since there are so many scripts.... well 😄 But thank you very much for your offer. Regarding to trappings of fate, same issue. I guess i will need to abonden that idea for my quest. Edited June 24, 2024 by adle
traison Posted June 24, 2024 Posted June 24, 2024 13 minutes ago, adle said: I guess i will need to abonden that idea for my quest. Perhaps one of the most essential skills of game development is to learn to fake it; to pull off an illusion, let the player's mind fill in the blanks. You can probably get close to what you've envisioning by disabling player controls or otherwise preventing them from moving (SexLab has an example of this already). Hide the ZAZ pillory before you play a "pillory" animation through SL. Sure, the pillory probably won't look the same, or be in exactly the same location, it will even disappear for <insert current papyrus latency here> seconds but in the end you have a somewhat convincing illusion. If it doesn't work, optimize it until satisfied.
adle Posted June 24, 2024 Author Posted June 24, 2024 1 minute ago, traison said: Perhaps one of the most essential skills of game development is to learn to fake it; to pull off an illusion, let the player's mind fill in the blanks. You can probably get close to what you've envisioning by disabling player controls or otherwise preventing them from moving (SexLab has an example of this already). Hide the ZAZ pillory before you play a "pillory" animation through SL. Sure, the pillory probably won't look the same, or be in exactly the same location, it will even disappear for <insert current papyrus latency here> seconds but in the end you have a somewhat convincing illusion. If it doesn't work, optimize it until satisfied. i will try to play around abit. Thanks for the advice. already disabled player controls and aligned both to the pillory. will try to align to an marker. Maybe this will work. i am actually very suprised that this havent been done before. With such a script alot of other slave mods would benefit i guess. Not only when the player is involved 😄 but after all the time here on loverslab, havent found something like that
traison Posted June 24, 2024 Posted June 24, 2024 4 minutes ago, adle said: i am actually very suprised that this havent been done before. If you're doing what I think you are then I first saw this specific thing back in LE while playing with a prison mod that had the player get escorted to the town market every day and restrained to a pillory. I suppose I could try to look this up in my archives if you think it will help.
adle Posted June 24, 2024 Author Posted June 24, 2024 1 minute ago, traison said: If you're doing what I think you are then I first saw this specific thing back in LE while playing with a prison mod that had the player get escorted to the town market every day and restrained to a pillory. I suppose I could try to look this up in my archives if you think it will help. might be prison overhaul?
traison Posted June 24, 2024 Posted June 24, 2024 (edited) 4 minutes ago, adle said: might be prison overhaul? Most likely. Edit: xpomain_pillory.psc from that mod looks like its doing this pillory to SL scene swap. Edited June 24, 2024 by traison
adle Posted June 25, 2024 Author Posted June 25, 2024 i made it to work. The animations play. But happens that player is not properly aligned to pillory. also NPC is not properly aligned to player
traison Posted June 25, 2024 Posted June 25, 2024 9 minutes ago, adle said: But happens that player is not properly aligned to pillory. also NPC is not properly aligned to player This shouldn't be possible if you're playing an SL animation that includes a pillory animobject. Are you still trying to line up a SL scene to some static pillory object?
adle Posted June 25, 2024 Author Posted June 25, 2024 8 minutes ago, traison said: This shouldn't be possible if you're playing an SL animation that includes a pillory animobject. Are you still trying to line up a SL scene to some static pillory object? nope. still trying to use zaz idles instead of SL animations. the idles work up. kinda like them. especially if you look into SL loading times.
traison Posted June 25, 2024 Posted June 25, 2024 Well here's what I can think of when it comes to precise positioning: Disable collisions. Basically the flying cheat. Disable foot IK. SL does this if you need an example; look into idle animations. Make sure there's lots of room in the navmesh near the pillory. This may not be relevant with the player, but NPCs have a tendency to snap to nearest navmeshed area.
adle Posted June 25, 2024 Author Posted June 25, 2024 3 hours ago, traison said: Well here's what I can think of when it comes to precise positioning: Disable collisions. Basically the flying cheat. Disable foot IK. SL does this if you need an example; look into idle animations. Make sure there's lots of room in the navmesh near the pillory. This may not be relevant with the player, but NPCs have a tendency to snap to nearest navmeshed area. 1. can you clarify for me? Dont know about this method yet. 2. will do 3. Navmesh is fine i tried to use an xmarker as an invisible vehicle for disableling collision. Don't know if it work's yet, since weirdly the player will walk completly do a different spot and play the pillory animation then. Therefore also the NPC won't reach to the Player to test collision
traison Posted June 25, 2024 Posted June 25, 2024 28 minutes ago, adle said: can you clarify for me? Dont know about this method yet. Not specifics but SL seems to be doing something to this effect. You can play scenes under the floor, up in the air and inside objects (usually as a result of a glitch but still). The old flying mods used to depend on a plugin that could issue console commands, they basically executed "tcl" to enable flying. The modern ones probably come with their own plugin or some other more sophisticated hack. The sslActorAlias.LockActor() function is probably of interest, if you haven't inspected it already: ActorUtil.AddPackageOverride(ActorRef, ...) ActorRef.StopTranslation() Game.DisablePlayerControls(...) Game.SetPlayerAIDriven() ActorRef.SetRestrained(...) ActorRef.SetDontMove(...) All this is done in that one function alone. Seems they're all intended to keep the actor from moving around. The foot IK stuff is elsewhere.
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