lollllllllllnope Posted January 3, 2025 Posted January 3, 2025 Apprentice mod maker here, just dipping my toes into the wonderful world of horny mods. I'm working on a quest mod that has a section where the player will be restrained in the vanilla ShackleWallMarker (000C4820). I plan to have the player enter the shackles during a screen blackout, and then to disable the player controls while they're restrained. The problem is that no matter what I do, I can't actually get the player INTO the shackles. I've already tried: -Creating a scene that adds the "sit" AI package to the player, with the shackle marker as the target -Moving the player to the shackle marker, and running: ShackleMarker.Activate(Game.GetPlayer()) (The ShackleMarker property is of course set to the marker I want the player to enter) -Moving the player to the shackle marker, and running: Game.GetPlayer().PlayIdle(ShackleIdle) (The ShackleIdle property is set to "IdleShackleWall") -Making a copy of the vanilla shackles, replacing the interaction keyword "ActorTypeNPC" with "Player Keyword", and then repeating all of the above steps Every time, the player just ends up standing awkwardly next to the shackles, or even clipping through the wall to end up behind them. I think (?) it might be an animation problem, because sometimes I see the player move *towards* the shackles, just not actually enter them. Unfortunately I have exactly zero experience with animations and am struggling to find tutorials that explain them clearly. I figure that if anyone knows how to make this work, it's LL modders. Any suggestions? Are there mods that are already doing this I could model off of?
unholyplague Posted January 4, 2025 Posted January 4, 2025 use zaz extension pack place it after zap 9 and install herectical resources - if the name of wall shackles is changed by mods etc this won't work. Â
lollllllllllnope Posted January 4, 2025 Author Posted January 4, 2025 Thanks for the suggestion. Unfortunately I'm trying to create a mod with as few dependencies as possible, which is why I want to try to do it with vanilla resources first
lollllllllllnope Posted January 7, 2025 Author Posted January 7, 2025 Update: I found the stupidest, hackiest workaround ever. I cannot in good conscience recommend imitating this method... but so far it hasn't broken anything, so I'm running with it until I have a good reason not to. Debug.SendAnimationEvent(Game.GetPlayer(),"IdleShackled_01") gets the player into the pose I need. I teleported the player to a specific xmarker up against the wall I wanted them situated at, then ran that code, then ran the code to disable player controls--the player is now helplessly hanging in midair. Then I duplicated the existing shackle mesh, deleted all the collision data in nifskope, placed a copy in the world... and very carefully situated it so that when the player is in the desired pose, a pair of shackles appears to be placed around their wrists. Voila. The player is now "chained" in place. I fully acknowledge how dumb this is, but I've spent an entire week trying to get this to work, so now at least I can move on with my life.
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