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[WIP] Alternative Riding Styles [Developement/Idea thread]


fingerscrossed

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Posted

Huh.  Maybe MCM Menus aren't as hard as I originally thought.

 

 

 

post-99398-0-58786400-1444690320_thumb.jpg

 

 

 

Any thoughts on other options that should be in the menus?

 

Also, if you can think of any other Icy gear she should have, let me know.  Preferably stuff I can just re-texture, like I've done with the collar.

Posted

Also, if you can think of any other Icy gear she should have, let me know.  Preferably stuff I can just re-texture, like I've done with the collar.

 

Icy corset.

Posted

Fantastic work. I can't wait to try it out...

 

Fingercrossed, did you give a thought to my idea of triggering regular orgasms of the mount (for the jizz... at least the organic ones) and the player? Would that be hard to add a MCM checkbox for?

 

Also...

Icy corset

that :)
Posted

 

 

 


Also, if you can think of any other Icy gear she should have, let me know.  Preferably stuff I can just re-texture, like I've done with the collar.

 

Icy corset.

 

 

 

 

Icy Corset?  You mean like this?

 

 

 

 

post-99398-0-51821800-1444798365_thumb.jpg

 

post-99398-0-46637800-1444798372_thumb.jpg

 

 

 

 

 

 

 

Fantastic work. I can't wait to try it out...

Fingercrossed, did you give a thought to my idea of triggering regular orgasms of the mount (for the jizz... at least the organic ones) and the player? Would that be hard to add a MCM checkbox for?

Also...

Icy corset

that :)

 

 

 

 

I've thought about that.  I kind of like the idea, but what I want to (And feel like I should) focus on first is getting the animations and back end finished up.  After that, an option so that it keeps track of how long you are riding, or something along those lines, and figures out when it's time for the mount to have an orgasm (With an animation for that) seems like it would be fun.  So, basically, I like the idea, but it's still a bit down on the list.  And I keep getting side tracked doing things giving Frost Atronach's love instead of finishing up the other parts of the mod.

 

As a side note, I think I might be able to get the player out of riding without having to ragdoll.  Still unsure on that one, but working on it.

Posted

I think I'd prefer for there to be as few items on their body obstructing the, uh... "view" as possible.

 

But if there were icy shackles to go with the collar, I certainly wouldn't complain.

Posted

I think I'd prefer for there to be as few items on their body obstructing the, uh... "view" as possible.

 

But if there were icy shackles to go with the collar, I certainly wouldn't complain.

 

I was originally just going to with Shackles and a Collar, but the problem with that was since the wrists/ankles are inside of the Atronach you can't see the shackles.  Though, honestly, all of those will probably be optional.

Posted

Ah, I was talking about something like DD's cuffs, which do have something on the upper arm and leg you can see.

Posted

Ah, I was talking about something like DD's cuffs, which do have something on the upper arm and leg you can see.

 

Hmm, I had completely forgotten about those.  I could probably do those pretty quickly, now that I've figured out the process and add them as an option.  Mostly, I'm just making the Icy gear to procrastinate doing the next batch of animations  :P .

Posted

Ah, I was talking about something like DD's cuffs, which do have something on the upper arm and leg you can see.

 

So, you're talking about something like this, right?

 

 

 

 

post-99398-0-14029900-1444799654_thumb.jpg

 

post-99398-0-03746100-1444799661_thumb.jpg

 

 

 

Posted

Yep, exactly! I can't quite tell whether you used the mesh for the metallic ones or the mesh for the leather ones, but I feel like the leather ones would stand out more.

Posted

Ah, I should also mention, I've found that the mod receives key inputs even when typing into the console, so that writing something with "E" in it will make you automatically dismount upon closing the console. I think there was a way to address that, since I've seen some mods that erroneously opened menus when typing dealing with it, though I don't know how.

Posted

Yep, exactly! I can't quite tell whether you used the mesh for the metallic ones or the mesh for the leather ones, but I feel like the leather ones would stand out more.

 

Originally it was metallic.  This is what it looks like using the leather ones.

 

 

 

 

post-99398-0-44105100-1444801952_thumb.jpg

 

post-99398-0-06147700-1444801958_thumb.jpg

 

 

 

 

 

I'm also currently back and forth on the Icy/Cold aura.  I'd been having it eminate from the player (It looks like they have a cold nimbus) when they have the Icy gear equipped, but since it's really only for when mounted, and the Atronach has it anyways, there is some particle overlap that seems to obscure several things.

Ah, I should also mention, I've found that the mod receives key inputs even when typing into the console, so that writing something with "E" in it will make you automatically dismount upon closing the console. I think there was a way to address that, since I've seen some mods that erroneously opened menus when typing dealing with it, though I don't know how.

 

Yeah, this is definitely something I need to fix, and I'm pretty sure should be fixable.  There's probably a way to check and make the player isn't in a menu or console.  Still trying to figure that one out.

Posted

Ah, I should also mention, I've found that the mod receives key inputs even when typing into the console, so that writing something with "E" in it will make you automatically dismount upon closing the console. I think there was a way to address that, since I've seen some mods that erroneously opened menus when typing dealing with it, though I don't know how.

 Yeah, this is definitely something I need to fix, and I'm pretty sure should be fixable.  There's probably a way to check and make the player isn't in a menu or console.  Still trying to figure that one out.

I sent you the correct solution via pm few weeks ago (could even help you back then, but now I don't have CK/modding tools set up after windows upgrade).

 

Binding and overlapping movement keys via SKSE and half of the scripting you did here is, in my opinion, unnecessary.

Posted

 

Yep, exactly! I can't quite tell whether you used the mesh for the metallic ones or the mesh for the leather ones, but I feel like the leather ones would stand out more.

 

Originally it was metallic.  This is what it looks like using the leather ones.

 

 

 

 

attachicon.gifSS8.jpg

 

attachicon.gifSS9.jpg

 

 

 

 

 

I'm also currently back and forth on the Icy/Cold aura.  I'd been having it eminate from the player (It looks like they have a cold nimbus) when they have the Icy gear equipped, but since it's really only for when mounted, and the Atronach has it anyways, there is some particle overlap that seems to obscure several things.


Ah, I should also mention, I've found that the mod receives key inputs even when typing into the console, so that writing something with "E" in it will make you automatically dismount upon closing the console. I think there was a way to address that, since I've seen some mods that erroneously opened menus when typing dealing with it, though I don't know how.

 

Yeah, this is definitely something I need to fix, and I'm pretty sure should be fixable.  There's probably a way to check and make the player isn't in a menu or console.  Still trying to figure that one out.

 

 

I think I like the metallic ones better, the leather ones seem kinda weird considering they're made of ice.
Corset is really cool (...) too though, I would certainly make that one optional however.
Good luck getting it all to work!
Posted

 

Ah, I should also mention, I've found that the mod receives key inputs even when typing into the console, so that writing something with "E" in it will make you automatically dismount upon closing the console. I think there was a way to address that, since I've seen some mods that erroneously opened menus when typing dealing with it, though I don't know how.

 Yeah, this is definitely something I need to fix, and I'm pretty sure should be fixable.  There's probably a way to check and make the player isn't in a menu or console.  Still trying to figure that one out.

I sent you the correct solution via pm few weeks ago (could even help you back then, but now I don't have CK/modding tools set up after windows upgrade).

 

Binding and overlapping movement keys via SKSE and half of the scripting you did here is, in my opinion, unnecessary.

 

 

 

I read through the pm and looked into that originally.  If I could get it working, I would prefer to do that.  Here is the current problem I am having with using that option:

 

The area that we were talking about before was part of the animations listed in the ActionActivate branch, which contains 4 animations related to entering and exiting the horse.  These are the animations that are for Mounting/Dismounting the horse, but do not contain the animations for riding the horse. The animations for what you look like when you are riding the horse are not found in the Idle Animations window.  If you want to find them in the animations .bsa they can be found under meshes/actor/character/animations/horse_rider iirc.  From testing, here is what I believe I have figured out as to how Skyrim actually does mounting:

 

Step 1: Actor activates horse.  This is handled through the horse having the Keyword "ActorTypeHorse" and the correct bone so it knows where to play the riding actor.  

 

Step 2:  Game calls for a "Enter Riding Horse" event and plays the mounting animation.  In this instance, I believe in whatever script handles the ActorTypeHorse call it specifically calls the animation listed as "Mount" or "Dismount" etc.

 

Step 3: While the mounting animation is played, the player loses control of their character and gains control of the horse.  

 

Step 4:  While riding the horse, you are controlling the horse and sending inputs to the horse.  The riding actor then plays animations based on what animation is sent to the horse.  For example, if you move forward, the horse plays "Walkforward" and then pushes "Walkforward" to the player.  This lines up normal animations between the player and the horse.  Normally, the player recieves a "walkforward" command from moving forward and the game pulls the MT_WalkForward animation from either the meshes/actor/character/animations/*CHAR GENDER* folder, but in this case something happens and it knows to pull the animations from the HorseRider folder.

 

I've spent some time attempting to find where Skyrim determines which folder to grab animations from and where it decides what "ActorTypeHorse" does for the actor to no avail.  If I can find this, then it should theoretically be easy to add additional directories with the different riding animations that are only called when the character is supposed to be riding for this mod.  I am, however, completely stumped as to where this would be.  My current best guess is in the behavior files, which I don't know how to look into to see if it is there, and if it is I don't know how I would modify without, well, breaking things.

 

There could also be a script that is labeled something random that is controlling a lot of this that I just haven't found.  I'm not sure.

 

If you have any thoughts or advice, I'd love to hear it!  I'm still hoping that a better way than binding the keys like that will work.

Posted

The area that we were talking about before was part of the animations listed in the ActionActivate branch, which contains 4 animations related to entering and exiting the horse.  These are the animations that are for Mounting/Dismounting the horse, but do not contain the animations for riding the horse. The animations for what you look like when you are riding the horse are not found in the Idle Animations window.

Well, since most things listed in ActionActivate branch is furniture related, I suggest you defining your horse animation sets as furniture (-fu) type in FNIS file, rather than basic animations + LOOSE objects (if it won't work you can always redefine them as Sequenced Animation and keep the current CK branch structure).

 

The furniture "sitting" idle (aka the first transition from -Enter) is not defined in CK, but it exists in behaviors. Probably it works similarly with horse (with exception of walking idle which you mentioned above).

 

After you have it set, you will have:

  • real enter idle (with real activation - no ragdoll workaround needed)
  • real standing idle ("sitting") with auto behavior transition from enter
  • possibibility of defining optional "sitting" idles that can be controlled via script

    (like sitting upside-down, banners, different anim-objects / positions)

  • real exit idle (with exit event and furniture exit state)

The only thing you will be missing is rider walk/run idle which you can think about later.

 

Theoretically, you could even register for specific animation events, such as MoveForward, and then PlayIdle desired walking idle (still better than detecting movement key).

 

But, do you even have/need mounted player movement animation that is different than current stationary mounted idle? I mean, maybe in some other mod, but here player is either frozen inside another actor, or bound strict to horse/wolf.

So as long as you have reliable Enter->Sitting->Exit, it should be enough for what you are doing here.

 

Posted

 

The area that we were talking about before was part of the animations listed in the ActionActivate branch, which contains 4 animations related to entering and exiting the horse.  These are the animations that are for Mounting/Dismounting the horse, but do not contain the animations for riding the horse. The animations for what you look like when you are riding the horse are not found in the Idle Animations window.

Well, since most things listed in ActionActivate branch is furniture related, I suggest you defining your horse animation sets as furniture (-fu) type in FNIS file, rather than basic animations + LOOSE objects (if it won't work you can always redefine them as Sequenced Animation and keep the current CK branch structure).

 

The furniture "sitting" idle (aka the first transition from -Enter) is not defined in CK, but it exists in behaviors. Probably it works similarly with horse (with exception of walking idle which you mentioned above).

 

After you have it set, you will have:

  • real enter idle (with real activation - no ragdoll workaround needed)
  • real standing idle ("sitting") with auto behavior transition from enter
  • possibibility of defining optional "sitting" idles that can be controlled via script

    (like sitting upside-down, banners, different anim-objects / positions)

  • real exit idle (with exit event and furniture exit state)

The only thing you will be missing is rider walk/run idle which you can think about later.

 

Theoretically, you could even register for specific animation events, such as MoveForward, and then PlayIdle desired walking idle (still better than detecting movement key).

 

But, do you even have/need mounted player movement animation that is different than current stationary mounted idle? I mean, maybe in some other mod, but here player is either frozen inside another actor, or bound strict to horse/wolf.

So as long as you have reliable Enter->Sitting->Exit, it should be enough for what you are doing here.

 

 

Hmm, I'm not sure if it will work trying to treat the horses/other creatures as furniture.  I haven't tried that, and it could be fine (though I think there is a problem of trying to move then without popping out of the furniture).

 

However, the idea of registering for animation events is probably a lot better/more consistent than what I am currently doing.  I'll have to look into this.

 

Also, I pulled up the behavior files and took a quick look through.  Most of the horse stuff is defined in the behavior files, not creation kit, as expected.

  • 2 weeks later...
Posted

I haven't posted anything for a little while, so I figured I would give a quick update on what is going on with the mod.

 

So, first things first, I took the type to try out registering the rider and/or mount for animation events rather than using keybindings as what would have been an all around better way of doing things.  It turns out that this won't really work because all of the animation events I've found that could be useful aren't keyed by Bethesda to work with the animation event calling script.  

 

Instead, I've made a small, probably bad, function that polls the rider for changes in their X-Y-Z location to determination if they are moving, standing still, etc, and then change animations accordingly.  The upside of this is that it opens up the ability (With some changes in the script) for this to work for actors other than the player.  The downside is it is slower to update and probably considered pad programming practice.

 

But, hey, progress I guess.

Posted

It would be nice if you could do a proper upload so we can follow the versions with the website follow function. I think there are more people who would be interested in this mod but they don't know about it or like me, forget about it after a while. The Notifications are great reminders to everyone.

 

Otherwise I really wish you successful solutions to all your problems. :)

  • 2 months later...
Posted

I found a bug. No exact source, but I dismounted from the horse, uninstalled the mod, ran FNIS and if I load any save from after installing this mod, I cant move the cursor on the y-axis in 1st Person and if I switch to 3rd Person the camera goes to some random place, as far away from the character as the distance from whiterun to winterhold.

 

EDIT:

Fixed it. If anyone else has this bug, use the command "tc" on the player until it says "Actor is now controls-driven" or something like that.

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