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[WIP] Skyrim Slavers Guild


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Posted

Speaking of ponygirl riding animations' date=' you could check http://www.youtube.com/watch?v=zSZtE_iqNp0

Not perfect, but could be used as an option.

[/quote']

 

Nice.

 

There is a Papyrus command to set an object reference as a mount, which is what I'm guessing they do in the vid. If so we can apply it to pony girls easily enough. We might need some half-giant girls though (and no, I don't want to think about what that implies). Either that or some fast crawl animations; was it you that suggested the werewolf sprint? That would work nicely.

Posted
There is a Papyrus command to set an object reference as a mount' date=' which is what I'm guessing they do in the vid. If so we can apply it to pony girls easily enough. We might need some half-giant girls though (and no, I don't want to think about what that implies). Either that or some fast crawl animations; was it you that suggested the werewolf sprint? That would work nicely.[/quote']

 

Yes, this was my suggestion.

 

Speaking of the vid, there's a link to the mod. I think the most important thing here is what rider is attached to neck, instead of back. I'm not specialist in mods, but I think I heard what the main problem with humanoid mounts was the method how rider is attached to a particular position.

Posted

Yeah, I have no idea about that either. Although looking at the vid, it I think they set the offsets explicitly. You can see the PC starts out riding thin air, and then they move him into the proper place.

 

I'd be fun to look at the code.

Posted

There is No Code ,,,,,

They have have Put a SaddleBone Node on to the Respective Creature Skeleton.nifs ,and created a new race with that skeleton . I will Post the Skeleton.Nif for a Human

But I cant seem to Get the animations Right for a Human . it requires Some CK Skill perhaps or it requires the modification of the Defaultfemale.Hkx to Remove the ride animations from the Pony Creature .

 

I did Manage to use the Dragur Behavior File , and It turned Out like this .

 

PonyGirl Sorta ,...

 

HUMAN MOUNT VIDEO

 

Cheers

Posted

lmao, that just looks odd...

 

yea i can see the issues with mounting... using saddle bone mount itself seems to be the issue.

Posted

There is No Code ' date=',,,,

They have have Put a SaddleBone Node on to the Respective Creature Skeleton.nifs ,and created a new race with that skeleton . I will Post the Skeleton.Nif for a Human

But I cant seem to Get the animations Right for a Human . it requires Some CK Skill perhaps or it requires the modification of the Defaultfemale.Hkx to Remove the ride animations from the Pony Creature .

 

I did Manage to use the Dragur Behavior File , and It turned Out like this .

 

PonyGirl Sorta ,...

 

HUMAN MOUNT VIDEO

 

Cheers

 

Thanks! So, if you move the saddle bone to the hips and use some bended run animation (like in sample - is it Giant run?), you could make a piggyback ride?

Posted

HEY DOC...just wanted to drop this interesting bit of info...im sure you can use this if permissions ect works out......i just saw this mod on the nexus... http://skyrim.nexusmods.com/mods/21453 ...

 

it's an animated larva summons spell...i immediatly thought...well i wont say what i thought of in the way of uses when i saw this...im sure many here can expand on those thoughts...i havent downloaded it ...i cant really think of a use in the vanilla game...but in the SSG...ohhh yeah...theres many things i could think of

Posted

Well, apparently you can eat those larvae things, so a larvae farm would make sense (It wouldn't really but I don't care)

Posted

There is No Code ' date=',,,,

They have have Put a SaddleBone Node on to the Respective Creature Skeleton.nifs ,and created a new race with that skeleton . I will Post the Skeleton.Nif for a Human

But I cant seem to Get the animations Right for a Human . it requires Some CK Skill perhaps or it requires the modification of the Defaultfemale.Hkx to Remove the ride animations from the Pony Creature .

 

I did Manage to use the Dragur Behavior File , and It turned Out like this .

 

PonyGirl Sorta ,...

 

HUMAN MOUNT VIDEO

 

Cheers

 

How do you create these things?!

 

Skills good sir...skills

Posted

There is No Code ' date=',,,,

They have have Put a SaddleBone Node on to the Respective Creature Skeleton.nifs ,and created a new race with that skeleton . I will Post the Skeleton.Nif for a Human

But I cant seem to Get the animations Right for a Human . it requires Some CK Skill perhaps or it requires the modification of the Defaultfemale.Hkx to Remove the ride animations from the Pony Creature .

 

I did Manage to use the Dragur Behavior File , and It turned Out like this .

[/quote']

 

Haha, marvelous :)

 

I'm glad you caught that. It would have taken me a while to find that.

 

So do all ridable beasts have a saddle node then?

 

yea i can see the issues with mounting... using saddle bone mount itself seems to be the issue.

 

Then again' date=' we can put the node wherever we want. Which could lead to some surreal possibilities I suppose...

 

Thanks! So, if you move the saddle bone to the hips and use some bended run animation (like in sample - is it Giant run?), you could make a piggyback ride?

 

Should be doable. An equippable saddle would probably help paper over some cracks as well.

 

it's an animated larva summons spell...i immediatly thought...well i wont say what i thought of in the way of uses when i saw this...im sure many here can expand on those thoughts...i havent downloaded it ...i cant really think of a use in the vanilla game...but in the SSG...ohhh yeah...theres many things i could think of

 

I must admit' date=' I thought of a thing of two right away :)

 

Well, apparently you can eat those larvae things, so a larvae farm would make sense (It wouldn't really but I don't care)

 

I'd be prepared to suspend disbelief a little in a good cause.

 

Of course the simples approach is to make it a Namira thing. Everything that is slimy and nasty and creepy-crawly comes under Namira's remit.

 

Maybe this is worth xposting to Bee's darker passions thread :)

Posted

Yea All Rideable Beasts Have a been Given a Saddle Node,

You can add a Saddle node to any bone and adjust in nifskope

 

When the Player Mounts the Human Creature , Both Seem to Have the same Riding Idles

 

Anyone wanna Have a Go Feel Free .

Create a Custom Human Race First , and use this Skeleton

 

Have a look at the Ridable Creatures Mod and then try

 

Cheers

Posted

So You Have Been Reduced to This

 

Crawler Test

 

Crawler Video

 

 

 

Crawl.jpg

 

 

 

Cheers

 

and thats the day catwoman was born ;)..oh master, impressive work..cant wait for you release that. anyway possible to make it as a sneak animation coz as far that i know 1stperson/3rdperson view wont follow the animation..keep up the good work master..

Posted

Impressive. How did you make the crawl movement work? Is it just a replacer or did you work out how to add new movement animations?

Posted

Impressive. How did you make the crawl movement work? Is it just a replacer or did you work out how to add new movement animations?

 

Naa Just Replacers , I have to Learn to add Animations Via FNIS ,

Theoretically Create a New Race and A New Behavior data File should Suffice ,

 

Or How I Used "Faction Rank" and "Is Moving = 1" Condtion in FONV

Still its gonna be a real Task

 

Cheers

Posted

So You Have Been Reduced to This

 

Crawler Test

 

Crawler Video

 

 

 

Crawl.jpg

 

 

 

Cheers

 

Excellent work once again I'm hardly surprised now to tell the truth, every time I see you've posted I take a keen interest. Just a minor suggestion, is it possible to speed up the animation a small amount? the current animation is great but due to the animations playing speed it looks like its sliding along at times.

 

purely a minor cosmetic thing that can be overlooked, but as I say just an idea and a simple alternative to messing with players movement speeds. But then again I know nothing about animating so increasing the speed slightly might be more complicated than I think it is...in which case ignore me

Posted

So You Have Been Reduced to This

 

Crawler Test

 

Crawler Video

 

 

 

Crawl.jpg

 

 

 

Cheers

 

Excellent work once again I'm hardly surprised now to tell the truth' date=' every time I see you've posted I take a keen interest. Just a minor suggestion, is it possible to speed up the animation a small amount? the current animation is great but due to the animations playing speed it looks like its sliding along at times.

 

purely a minor cosmetic thing that can be overlooked, but as I say just an idea and a simple alternative to messing with players movement speeds. But then again I know nothing about animating so increasing the speed slightly might be more complicated than I think it is...in which case ignore me

[/quote']

 

Or you might slow down the speed of the character, I think that might also work?

Posted

Or you might slow down the speed of the character' date=' I think that might also work?

[/quote']

 

I Believe thats far more complicated than my suggestion was as I previously stated

Posted

Or you might slow down the speed of the character' date=' I think that might also work?

[/quote']

 

I Believe thats far more complicated than my suggestion was as I previously stated

 

Just force the character to walk, and not run or sprint might work?

Though even slower might be better.

Posted

Or you might slow down the speed of the character' date=' I think that might also work?

[/quote']

 

I Believe thats far more complicated than my suggestion was as I previously stated

 

Just force the character to walk, and not run or sprint might work?

Though even slower might be better.

 

Im pretty sure the animation is walk speed

Posted

Well Im not the animation expert but we can attach a script to a token, if a pc/npc starts the animation we give them a token that scripts

>player.setav speedmult x

>npc.setav speedmult x

Default speedmult is 100 you the script could drop it to like 60 or 70

Posted

already done lilbooth... its used to run animation with the sexrimresource.esm mod framework that doc is working on.

 

no idea on the speed multipliers running durning animations (dont think speed is a factor)... i believe the main issue is the wait times being forced by the engine.

well it can be tested out to see if it makes any differences.

Posted

I'm not sure how it would apply to movement speed though. Changing speed is difficult in Skyrim, since the engine keeps changing it back.

 

The way to do it is probably to set the bAnimationDriven flag which should result in the movement speed being taken from the animation.

 

*******

 

Advance warning: I've got a big family do on this weekend, which will pretty much wipe out my dev time for the weekend.

 

After that, Dawnguard is out, so that's probably another week lost while I play that. Hopefully by the that time, there's be a fix for the bug in 1.7 which is breaking all my quest and dialogue. Because right now it's difficult to get anything at all to work in any case.

 

I'll still be around on LL and stick my head into IRC when I can. I just won't get much done for a couple of weeks.

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