sssaaacccddd Posted April 13, 2025 Posted April 13, 2025 (edited) So I'm a modder and I'm looking to improve the mod Aroused Sexy Idles Core concept of this mod are these lines of code here: if IsSexLabFemale && (Arousal > Threshold3.Value) thisActor.SetAnimationVariableInt("FNIS_NPC_SingleIdle", 1) FNIS_aa.SetAnimGroup(thisActor, "_mtidle", Mod.mtidle_base, 2, "ArousedSexyIdles", true) which have FNIS overide the animation group "mtidle" when player arousal is above a threshold. So instead of the vanilla idle animation, a character will now play aroused animation. This works perfectly for player character, but when it comes to npc there is a problem: most of the time, npc characters are not playing the animation mt_idle.hkx, but instead animations\male\mt_idlelookingA.hkx or its equivalent (idlelookingA-D), which prevents the arousal animation from playing. You will see npc playing the arousal animation for a split second, then quickly overide by looking direction animations. I wonder if it is possible to 1. Overide the looking direction animations too. For that purpose I will have to get the animation group name of those animation, but I have no idea how to. 2. Prevent npc from playing looking direction animations. My first guess was that those animations are a result of npc looking at the player and head tracking, but even if I do akActor.ClearLookAt() akActor.SetHeadTracking(False) (akActor as ObjectReference).SetAnimationVariableInt("IsNPC", 0) (akActor as ObjectReference).SetAnimationVariableBool("bHeadTrackSpine", False) (code above credit to it is still not enough and npc would still play mt_idlelookingA.hkx over mt_idle.hkx. What am I missing here? Thanks a lot for your help in advance! Edited April 13, 2025 by sssaaacccddd
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