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When putting on unlockable armbinder, arms don't go behind back


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Posted

Hi! When I put on the un-unlockable versions of armbinder, my arms do follow behind back. However they don't for the unlockable ones. 

What can I do?

 

Thank you in advance!

 

P.S. I have the latest version of Zazanimationpack

Posted

What do you mean by the unlockable ones? Are they ones that don't lock? If so that is normal, they don't have the any scripts or keywords that would do that.

Posted

What do you mean by the unlockable ones? Are they ones that don't lock? If so that is normal, they don't have the any scripts or keywords that would do that.

 

I mean the ones that you can't unlock without key. Those one work. But the ones you do not need key for, they don't.

There is a patch for 6.0.4 it is not optional.

 

Its easy to miss.

I installed the patch

Posted

Ok, let me rephrase that, if you don't have to struggle (or any thing else) to remove it then it does not have any of the scripts or keywords that start the animations. The items from Assets don't have the locking mechanisms or start any of the animations / facial expressions so things like armbinders and gags will not work and never have.

Posted

Ok, let me rephrase that, if you don't have to struggle (or any thing else) to remove it then it does not have any of the scripts or keywords that start the animations. The items from Assets don't have the locking mechanisms or start any of the animations / facial expressions so things like armbinders and gags will not work and never have.

 

Oh man, such a pity :( But do you think it would be too hard for me myself to add the animations for this armbinders? I know very little about scripts, but it seems like just adding the ids for the armbinders to the script would do it. I mean this ones have the same meshes and textures like the ones that work, just that they don't need a key.

Posted

It isn't quite that simple, the framework that Integration uses is rather complex. Probably the easiest way to do it would be to add a script on the armbinder so when it is equipped it applies the animation and when removed it resets. The only issue with this is that any other animations would stop it and not restart it. Look at the armbinder quest scripts in integration, that is what controls them, you can get some ideas from that.

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