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Pickidle and OBSE 20 Playidle


Reigor

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Posted

I had some questions on this. I remember reading on the boards that some modders were looking forward to OBSE 20 because of the new pickidle command which would make animation mods work more nicely with each other. Has anyone tried it in a mod and does it work? How easily would it be to convert a mod (something small to start with like Naughty Joana)? Is it as simple as searching through the scripts and substituting the old command for the new one? Or does it require new scripting from the ground up?

Posted

Hi Reigor,

 

This is how I use pickidle. Post #22.

 

http://www.loverslab.com/showthread.php?tid=2386&page=3

 

Any questions, just ask, I know how what seems simple to someone whose done it becomes complicated when they try to explain what they did, but it really is very simple once you've run through it once or twice, and enormous fun is to be had creating your own scenarios.

 

Anything that you feel like sharing is always appreciated.

 

 

Posted

playidle:

ref anim

set anim to EscortWaitingWave ; or another Idle Animation form

player.playidle anim 1

 

playidle will not work from the console.

Posted

I'd add this, which makes your mod less likely to break other mods:-

 

Just ensure that your mods animations can never be selected by pickidle by accident. One way is to create a parent animation, say mymodsanims and have a condition that the actor must have a dummy token in their inventory. If nothing EVER adds that token, then pickidle CANNOT pick those animations!

Posted

I'd add this' date=' which makes your mod less likely to break other mods:-

 

Just ensure that your mods animations can never be selected by pickidle by accident. One way is to create a parent animation, say mymodsanims and have a condition that the actor must have a dummy token in their inventory. If nothing EVER adds that token, then pickidle CANNOT pick those animations!

[/quote']

 

Yup. Another way would be to assign animations to Factions and Faction ranks which works much the same. Instead of DummyToken 1-4, i.e. you can use MyFaction Rank 1-4. Conditions are what's important. *nods*

 

 

Posted

Don't quite follow you. Why four ranks? You'd only need one and make sure that no one is in it.

 

The idea is to prevent PickIdle from selecting the animation by accident. You just need a simple condition that no actor is ever capable of meeting. PlayIdle does not traverse the animation chain, looking for an animation, it just plays the animation ref you tell it to.

e.g actor.playidle idleref

Posted

Don't quite follow you. Why four ranks? You'd only need one and make sure that no one is in it.

 

The idea is to prevent PickIdle from selecting the animation by accident. You just need a simple condition that no actor is ever capable of meeting. PlayIdle does not traverse the animation chain' date=' looking for an animation, it just plays the animation ref you tell it to.

e.g actor.playidle idleref

[/quote']

 

You're right, of course. I was thinking more along the lines of a differentiated use of animations, i.e. several actors using several states designated by guild ranks, in my case. Sorry if that was confusing. I tend to be. 0_o

  • 6 months later...
Posted

Hi Reigor' date='

 

This is how I use pickidle. Post #22.

 

http://www.loverslab.com/showthread.php?tid=2386&page=3

 

Any questions, just ask, I know how what seems simple to someone whose done it becomes complicated when they try to explain what they did, but it really is very simple once you've run through it once or twice, and enormous fun is to be had creating your own scenarios.

 

Anything that you feel like sharing is always appreciated.

 

 

[/quote']

 

I hope this isn't considered too much of a necro-bump...

 

Really? Oh my... I've been screwing around with quest variables and a hundred other things to get my NPC girl to change dance poses during a specific package. I had timers going, quest variables increasing, and count variables to keep track of the timers and quest variables.

 

She'd still only play the anims properly half the time, and most of the time she'd only play them when I talked to her. Frustrating.

 

But by simply adding tokens at the appropriate time, and setting the anim conditions to require 1 or 2 or 3 tokens - she's dancing up a storm.

 

I REALLY over-thought THAT problem. Labrat, thank you.

 

One question: Do you set your NPCs to be unconcious before you force anims on them?

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