blackandwhite14593 Posted May 15, 2015 Posted May 15, 2015 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
Gameplayer Posted May 16, 2015 Posted May 16, 2015 There is a patch for 6.0.4 it is not optional. Â Its easy to miss.
Veladarius Posted May 16, 2015 Posted May 16, 2015 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.
blackandwhite14593 Posted May 16, 2015 Author Posted May 16, 2015 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. Â 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. Â Its easy to miss. I installed the patch
Veladarius Posted May 16, 2015 Posted May 16, 2015 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.
blackandwhite14593 Posted May 17, 2015 Author Posted May 17, 2015 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. Â 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.
Veladarius Posted May 17, 2015 Posted May 17, 2015 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.
blackandwhite14593 Posted May 17, 2015 Author Posted May 17, 2015 Understood. Thank you for your help, man!
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