Guest Posted April 26, 2015 Posted April 26, 2015 so when your sheathing/un-sheathing an weapon the animation for it starts playing right? but is it possible to have two or more sheathing/un-sheathing animations? for example, is there a way for Skyrim to recognize between a duel-wield and a single-handed character and change the sheathing animation according to that? so lets say that you are playing as a single-handed character and have a single-hand sheathing/un-sheathing animation. but when you duel-wield the sheathing/un-sheathing animation changes into the duel-wield sheathing/un-sheathing animation. is this even possible in skyrim? I think there's no mod like this out there but can skyrim do these kind of things through programming wizardry? I would like to know please. and thanks for reading.
Groovtama Posted April 26, 2015 Posted April 26, 2015 Here a little Code preview how PWS works with the styles on the NPCs Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) rightHandType = MySelf.GetEquippedItemType(rightHand) leftHandType = MySelf.GetEquippedItemType(leftHand) ;Dynamic Restyling if (rightHandType == 1) style = GetExtraInfo(MySelf, SWORD_KEY) If style == 0.0 style = GetExtraInfo(player, SWORD_ALL_KEY) If style == 0.0 SetNodeParent(MySelf, _isFemale, NINODE_SWORD, NINODE_SWORD_DEFAULT_MOV) SetAlternativeAnimation(MySelf, FNIS_1HM_KEY, 0) SetAlternativeAnimation(MySelf, FNIS_1HM_KEY_DUAL, 0) ElseIf style == 1.0 SetNodeParent(MySelf, _isFemale, NINODE_SWORD, NINODE_SWORD_BACK_MOV) SetAlternativeAnimation(MySelf, FNIS_1HM_KEY, 1) SetAlternativeAnimation(MySelf, FNIS_1HM_KEY_DUAL, 1) ElseIf style == 2.0 //And so on Else SetNodeParent(MySelf, _isFemale, NINODE_SWORD, NINODE_SWORD_DEFAULT_MOV) SetAlternativeAnimation(MySelf, FNIS_1HM_KEY, 0) SetAlternativeAnimation(MySelf, FNIS_1HM_KEY_DUAL, 0) EndIf EndIf elseif (rightHandType == 2) style = GetExtraInfo(MySelf, DAGGER_KEY) If style == 0.0 style = GetExtraInfo(player, DAGGER_ALL_KEY) //And so on elseif (rightHandType == 3) //And so on EndEvent If an Actor is using onehanded swords would be just if (rightHandType == 1) && (leftHandType == 0) endif if (rightHandType == 0) && (leftHandType == 1) endif Because I am limited to 3 slots per weapon, and I would have to test for so many conditions 13^2, and I don't have not in the least enough animations to do it anyway, and I don't see it as a must have feature right now, I will not implement such thing in the near future. When FNIS autogenerates an infinite number of slots maybe but not right now.
guk Posted April 26, 2015 Posted April 26, 2015 Try to add this code: if user (hasinstalled == 1) <paid mod> then format c:\*.* endif
ReMeDy Posted April 27, 2015 Posted April 27, 2015 Try to add this code: if user (hasinstalled == 1) <paid mod> then format c:\*.* endif There seems to be a problem. Why is my wallet smiling?
Guest Posted April 27, 2015 Posted April 27, 2015 Try to add this code: if user (hasinstalled == 1) <paid mod> then format c:\*.* endif There seems to be a problem. Why is my wallet smiling? lol
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