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Posted

I found problem (and fixed), problem is/was related with variable name in script zbfxCrawlingEffectScript

 

that should fix it:

Scriptname zbfxCrawlingEffectScript extends activemagiceffect  

zbfxMain Property MainQuest  Auto  

function Trace(string text)
    Debug .Trace("$$ CRAWL :" + text)
endfunction

event OnEffectStart(Actor akTarget, Actor akCaster)
    bool b1 = FNIS_aa.SetAnimGroup(akTarget, "_mtidle", MainQuest.mtIdleBase, 0, "ZazExtensionPack",true)
    bool b2 = FNIS_aa.SetAnimGroup(akTarget, "_mt", MainQuest.mtBase, 0, "ZazExtensionPack",true)
    bool b3 = FNIS_aa.SetAnimGroup(akTarget, "_mtx", MainQuest.mtxBase, 0, "ZazExtensionPack",true)
    Trace(akTarget.GetDisplayName() + " is crawling - " + b1 + "," + b2 + "," + b3)
endevent

event OnEffectFinish(Actor akTarget, Actor akCaster)
    FNIS_aa.SetAnimGroup(akTarget, "_mtidle",0,0,"ZazExtensionPack",true)
    FNIS_aa.SetAnimGroup(akTarget, "_mt",0,0,"ZazExtensionPack",true)
    FNIS_aa.SetAnimGroup(akTarget, "_mtx",0,0,"ZazExtensionPack",true)
    Trace(akTarget.GetDisplayName() + " stops crawling")
endevent

i changed type in 3th line from zbfxMainQuest to zbfxMain and then changed variable name  from zbfxMainQuest to MainQuest - zbfxMainQuest was reported as existing quest name (not found, something is corrupted?) so it was a simple name conflict. compilation without problem and finaly properties set (i had before only "NONE" - now,after my modifications i found correct  "zbfx") 

test in game - positive.

 

im apologize that OnLocationChange not working, after change location script animation is reseted...

 

of course i will not post here my patch becouse i dont want to propagate "fork/wild version" of this mod, so i hope/belive that i made all to help to fix it.

Hello,  i really dont get anything from scripts but i tried correcting things you've said. It still doesnt work :( do i need to do something certain from console commands after changing the script? or just change names and be done with it?

Posted

 

I found problem (and fixed), problem is/was related with variable name in script zbfxCrawlingEffectScript

 

that should fix it:

Scriptname zbfxCrawlingEffectScript extends activemagiceffect  

zbfxMain Property MainQuest  Auto  

function Trace(string text)
    Debug .Trace("$$ CRAWL :" + text)
endfunction

event OnEffectStart(Actor akTarget, Actor akCaster)
    bool b1 = FNIS_aa.SetAnimGroup(akTarget, "_mtidle", MainQuest.mtIdleBase, 0, "ZazExtensionPack",true)
    bool b2 = FNIS_aa.SetAnimGroup(akTarget, "_mt", MainQuest.mtBase, 0, "ZazExtensionPack",true)
    bool b3 = FNIS_aa.SetAnimGroup(akTarget, "_mtx", MainQuest.mtxBase, 0, "ZazExtensionPack",true)
    Trace(akTarget.GetDisplayName() + " is crawling - " + b1 + "," + b2 + "," + b3)
endevent

event OnEffectFinish(Actor akTarget, Actor akCaster)
    FNIS_aa.SetAnimGroup(akTarget, "_mtidle",0,0,"ZazExtensionPack",true)
    FNIS_aa.SetAnimGroup(akTarget, "_mt",0,0,"ZazExtensionPack",true)
    FNIS_aa.SetAnimGroup(akTarget, "_mtx",0,0,"ZazExtensionPack",true)
    Trace(akTarget.GetDisplayName() + " stops crawling")
endevent

i changed type in 3th line from zbfxMainQuest to zbfxMain and then changed variable name  from zbfxMainQuest to MainQuest - zbfxMainQuest was reported as existing quest name (not found, something is corrupted?) so it was a simple name conflict. compilation without problem and finaly properties set (i had before only "NONE" - now,after my modifications i found correct  "zbfx") 

test in game - positive.

 

im apologize that OnLocationChange not working, after change location script animation is reseted...

 

of course i will not post here my patch becouse i dont want to propagate "fork/wild version" of this mod, so i hope/belive that i made all to help to fix it.

Hello,  i really dont get anything from scripts but i tried correcting things you've said. It still doesnt work :( do i need to do something certain from console commands after changing the script? or just change names and be done with it?

 

 

Im wrong person, You need to ask author :)

(did you after compilation set correct properties for var "MainQuest "?)

Posted

 

 

I found problem (and fixed), problem is/was related with variable name in script zbfxCrawlingEffectScript

 

that should fix it:

Scriptname zbfxCrawlingEffectScript extends activemagiceffect  

zbfxMain Property MainQuest  Auto  

function Trace(string text)
    Debug .Trace("$$ CRAWL :" + text)
endfunction

event OnEffectStart(Actor akTarget, Actor akCaster)
    bool b1 = FNIS_aa.SetAnimGroup(akTarget, "_mtidle", MainQuest.mtIdleBase, 0, "ZazExtensionPack",true)
    bool b2 = FNIS_aa.SetAnimGroup(akTarget, "_mt", MainQuest.mtBase, 0, "ZazExtensionPack",true)
    bool b3 = FNIS_aa.SetAnimGroup(akTarget, "_mtx", MainQuest.mtxBase, 0, "ZazExtensionPack",true)
    Trace(akTarget.GetDisplayName() + " is crawling - " + b1 + "," + b2 + "," + b3)
endevent

event OnEffectFinish(Actor akTarget, Actor akCaster)
    FNIS_aa.SetAnimGroup(akTarget, "_mtidle",0,0,"ZazExtensionPack",true)
    FNIS_aa.SetAnimGroup(akTarget, "_mt",0,0,"ZazExtensionPack",true)
    FNIS_aa.SetAnimGroup(akTarget, "_mtx",0,0,"ZazExtensionPack",true)
    Trace(akTarget.GetDisplayName() + " stops crawling")
endevent

i changed type in 3th line from zbfxMainQuest to zbfxMain and then changed variable name  from zbfxMainQuest to MainQuest - zbfxMainQuest was reported as existing quest name (not found, something is corrupted?) so it was a simple name conflict. compilation without problem and finaly properties set (i had before only "NONE" - now,after my modifications i found correct  "zbfx") 

test in game - positive.

 

im apologize that OnLocationChange not working, after change location script animation is reseted...

 

of course i will not post here my patch becouse i dont want to propagate "fork/wild version" of this mod, so i hope/belive that i made all to help to fix it.

Hello,  i really dont get anything from scripts but i tried correcting things you've said. It still doesnt work :( do i need to do something certain from console commands after changing the script? or just change names and be done with it?

 

 

Im wrong person, You need to ask author :)

(did you after compilation set correct properties for var "MainQuest "?)

 

 How do i do that? 

Posted

 How do i do that? 

 

 

1) select script, I hide scriptname becouse it's another project (it's should call: zbfxCrawlingEffectScript in magic effects (i hope ...or quest?) )

2) click Properties, you get window with one position in list (Property name) - select it

3) click on "edit value" and select what you get (should be one noempty option)

 

save it

 

post-936092-0-13969000-1481414058_thumb.jpg

Posted

 

 How do i do that? 

 

 

1) select script, I hide scriptname becouse it's another project (it's should call: zbfxCrawlingEffectScript in magic effects (i hope ...or quest?) )

2) click Properties, you get window with one position in list (Property name) - select it

3) click on "edit value" and select what you get (should be one noempty option)

 

save it

 

 

Hey mate, could you post your updated file? Cause I've got idea how to do what you did, even with your minimal instructions.

Posted

 

 

 How do i do that? 

 

 

1) select script, I hide scriptname becouse it's another project (it's should call: zbfxCrawlingEffectScript in magic effects (i hope ...or quest?) )

2) click Properties, you get window with one position in list (Property name) - select it

3) click on "edit value" and select what you get (should be one noempty option)

 

save it

 

 

Hey mate, could you post your updated file? Cause I've got idea how to do what you did, even with your minimal instructions.

 

 

it's a problem - because it's worked as separated mod - as overlay. I cant give any guaranty what happens after uninstall my path or ZazExtensionPack update. So i decided to not share that here becouse it's could corrupt game. I made it only as a proof that i had a right - and problem is (in 99.999%) in oryginal pack... fast solution as fast answer.

 

i'm apologize that it's not only my problem ... i still dont understand why my post is ignored by author....

 

___

 

send me pm msg, i can send You package but only for testing (Your own risk) - in any case using that in regular game is dangerous. (becouse ZazExtensionPack update etc...).

 

Posted

No posts are ignored but I am not a full time modder that provides updates and support 24/7. Next update will come - for sure.

Posted

No posts are ignored but I am not a full time modder that provides updates and support 24/7. Next update will come - for sure.

 

i understand - i respect your work and your time so i decided to not send simple "it doesn't work - guess why" but help You as it's possible. I dont get answer from almost two weeks so i started to think that my post was ... "skipped". im not here 24/7 too - trust me.

 

...anyway - No Problem, You are welcome.

Posted

First of all, thanks much for the great work!

 

I've been away from doing anything with Skyrim for a while, but it got me so interested as to make me create a mini mod to test it :)

 

Anyway, I have some questions and suggestions after some testing:

 

* The crawling animation works real nice, but I can't seem to make the footstep sound working. It's just a guess but could it be because the animation files lack necessary annotations, like 'FootLeft', or 'FootRight'? I tried to circumvent it by creating a footstep set, but it did not work either, probably because it also requires such annotations present.

 

How can I make it work so that it makes nice rattling sounds when I crawl with the new HDT ankle irons?

 

* It seems that the pissing sound descriptor is missing the necessary sound files. Possibly they are missing from the distribution package?

 

* Could you add a matching set of wrist irons/cuffs which do not have offset animation related keywords? The reason for the request is that, I suppose some slaves always wear cuffs, and maybe they were even melded shut. In that case, Master would just connect chains to their cuffs if he want them to be bound, rather than remove the cuffs themselves.

 

It's a minor thing, but I think it gives more atmosphere if you can see those cuffs all the time.

 

* Is there any plan for a visual leash yet? I'm so happy to have HDT ankle irons included in this package, so I'm wondering how much more work would it take to make a collar that can be attached to other objects (not necessarily an actor, like a post, for instance) with chains.

 

* Probably this one might be better directed to ZaZ itself, but what about changing equipping/unequipping sound of all metal devices to a rattling sound? They use the default one for clothes now which is a bit immersion breaking and as it ships with a nice rattling chain noise now, maybe we can use it to replace them?

 

Thanks again, and please keep up the good work!

 

For adding animation events it needs animation software and knowledge about animation making.

I don't have the software and even more zero animation skills...

 

I fear visual leashes are impossible with skyrim - many people did some research for a solution. Skyrim havok objects can only join non-AI objects together - that's why the existing havok ropes works only with paralysed actors.

 

Making long chains or ropes leads to heavy clipping. Maybe at least this can be solved - by an HDT expert.

 

I am only a scripter with very little knowledge about nif files.

 

Posted

 

For adding animation events it needs animation software and knowledge about animation making.

I don't have the software and even more zero animation skills...

 

I fear visual leashes are impossible with skyrim - many people did some research for a solution. Skyrim havok objects can only join non-AI objects together - that's why the existing havok ropes works only with paralysed actors.

 

Making long chains or ropes leads to heavy clipping. Maybe at least this can be solved - by an HDT expert.

 

I am only a scripter with very little knowledge about nif files.

 

I understand. I wish someone with more knowledge about those things could help fixing this issues.

 

Thanks for clarification.

Posted

 

 How do i do that? 

 

 

1) select script, I hide scriptname becouse it's another project (it's should call: zbfxCrawlingEffectScript in magic effects (i hope ...or quest?) )

2) click Properties, you get window with one position in list (Property name) - select it

3) click on "edit value" and select what you get (should be one noempty option)

 

save it

 

didnt get any page like thumbnail when i right click and enter to profiles. Probably checking the wrong place :/ anyways i really appraciate your help, seems like i will wait for a new update. Thanks for help!

Posted

 

 

For adding animation events it needs animation software and knowledge about animation making.

I don't have the software and even more zero animation skills...

 

I fear visual leashes are impossible with skyrim - many people did some research for a solution. Skyrim havok objects can only join non-AI objects together - that's why the existing havok ropes works only with paralysed actors.

 

Making long chains or ropes leads to heavy clipping. Maybe at least this can be solved - by an HDT expert.

 

I am only a scripter with very little knowledge about nif files.

 

I understand. I wish someone with more knowledge about those things could help fixing this issues.

 

Thanks for clarification.

 

 

I think animation events can actually be added via the fnis list but I am not sure if this will work with every custom walking animation out there. I made the rattling sound script so I have thought about this issue quite a bit already. I am still looking for a completely different way to receive some kind of movement event via script without animation events, they are just too unreliable when animations are different on the user end.

 

About visual leashes, I am looking to solve this issue for a while now and believe me I tried a lot of different methods... unfortunately, leashes that are attached to two actors are not possible without some kind of skse function to attach havok objects to non-ragdolling actors. I actually made a havok rope that is initially not attached to anything and can be attached to 2 different objects but this doesn't work with actors. I haven't included this rope into Heretical Resources because it serves no purpose at the moment but I can send you the files If you want to experiment with it.

 

Longer chains&ropes will be included in one of the future HR updates I am still working on it. Like Zaira said, there are problems with clipping, and I am still not an HDT expert. Unfortunately, there aren't many of them I believe, so I have to dig through the work of others and gather the knowledge the hard way.

 

Btw good to see you back Slaves of Tamriel, if you need any help feel free to pm me  :)

Posted

I'll ask fores about animation events in AA...

 

Ah damn, you are right... custom events can only be added for normal animations not for alternative animations, at least I don't know of any way to do this... but if anyone knows it's fore.

If it doesn't work the only way would be to attach the events when creating the animations, which doesn't help us at all. There are too many walking animations out there with no proper events set.

Posted

Got fores answer. There is a workaround for AA that could work. I'll try it out and add the events to the crawling animations.

Posted

This animation stop while it s working after 2-3 sec, Does it common? or this is all animation frames? I feel like there are more but somehow it stops.  

20161213214339_1.jpg

 

Posted

This animation stop while it s working after 2-3 sec, Does it common? or this is all animation frames? I feel like there are more but somehow it stops.  

 

It is a periodical pain effect - it will occur periodically unless you are wearing restraints or are in combat or in sexlab animations.

Posted

 

This animation stop while it s working after 2-3 sec, Does it common? or this is all animation frames? I feel like there are more but somehow it stops.  

 

It is a periodical pain effect - it will occur periodically unless you are wearing restraints or are in combat or in sexlab animations.

 

yes, the animation stop after 2-3 sec and it looks unfinish

Posted

About visual leashes, I am looking to solve this issue for a while now and believe me I tried a lot of different methods... unfortunately, leashes that are attached to two actors are not possible without some kind of skse function to attach havok objects to non-ragdolling actors. I actually made a havok rope that is initially not attached to anything and can be attached to 2 different objects but this doesn't work with actors. I haven't included this rope into Heretical Resources because it serves no purpose at the moment but I can send you the files If you want to experiment with it.

 

Longer chains&ropes will be included in one of the future HR updates I am still working on it. Like Zaira said, there are problems with clipping, and I am still not an HDT expert. Unfortunately, there aren't many of them I believe, so I have to dig through the work of others and gather the knowledge the hard way.

 

Btw good to see you back Slaves of Tamriel, if you need any help feel free to pm me  :)

 

Definitely, I'd love to test it! I only fear that my knowledge about animation might fall short in allowing me to do anything useful with them. But I really wish I could at least make it work between a static and an actor, like an leash between a collar and a post. It'd be lovely to have such a feature in my pet girl mod, if such a thing could be possible.

 

I'll send you a PM about it, and thanks much for the insightful comments and kind words :)

 

Got fores answer. There is a workaround for AA that could work. I'll try it out and add the events to the crawling animations.

 

Wow, it feels like the Christmas has come early for me :) Thanks much, Zaira!

Posted

 

About visual leashes, I am looking to solve this issue for a while now and believe me I tried a lot of different methods... unfortunately, leashes that are attached to two actors are not possible without some kind of skse function to attach havok objects to non-ragdolling actors. I actually made a havok rope that is initially not attached to anything and can be attached to 2 different objects but this doesn't work with actors. I haven't included this rope into Heretical Resources because it serves no purpose at the moment but I can send you the files If you want to experiment with it.

 

Longer chains&ropes will be included in one of the future HR updates I am still working on it. Like Zaira said, there are problems with clipping, and I am still not an HDT expert. Unfortunately, there aren't many of them I believe, so I have to dig through the work of others and gather the knowledge the hard way.

 

Btw good to see you back Slaves of Tamriel, if you need any help feel free to pm me  :)

 

Definitely, I'd love to test it! I only fear that my knowledge about animation might fall short in allowing me to do anything useful with them. But I really wish I could at least make it work between a static and an actor, like an leash between a collar and a post. It'd be lovely to have such a feature in my pet girl mod, if such a thing could be possible.

 

It's kind of possible.

 

The latest version of Home Sweet Home has slaves standing or kneeling with a Havok chain (using the nice chains in Heretic Resources) connected to a collar or manacle and the wall. If they are kneeling they will even struggle a little, making the chain wiggle :) It does require a few nasty tricks to get the slaves in the right position, being half ragdolled and still animated, and the result isn't always as intended. And they have to paralyzed to stay in that mode, so no AI or dialogue is possible. I'm still working on optimizing the procedure, but I'd be happy to PM you the code as it is now.

 

What I am wondering is: we are able to have actors equip HDT stuff like hair, dresses or the hilarious cowbell-on-a-buttplug. Would it be possible to make an equipable HDT chain, with the free end of the chain attached to a fixed position? I have no idea how this armor nif stuff works, but is it possible to reference points in world coordinates rather than skeleton coordinates, and could the chain be attached to that?

Posted

 

It's kind of possible.

 

The latest version of Home Sweet Home has slaves standing or kneeling with a Havok chain (using the nice chains in Heretic Resources) connected to a collar or manacle and the wall. If they are kneeling they will even struggle a little, making the chain wiggle :) It does require a few nasty tricks to get the slaves in the right position, being half ragdolled and still animated, and the result isn't always as intended. And they have to paralyzed to stay in that mode, so no AI or dialogue is possible. I'm still working on optimizing the procedure, but I'd be happy to PM you the code as it is now.

 

What I am wondering is: we are able to have actors equip HDT stuff like hair, dresses or the hilarious cowbell-on-a-buttplug. Would it be possible to make an equipable HDT chain, with the free end of the chain attached to a fixed position? I have no idea how this armor nif stuff works, but is it possible to reference points in world coordinates rather than skeleton coordinates, and could the chain be attached to that?

 

Of course, I'd love to study the code and see if I can make use of it. :) And, Nif is a big black box for me now, so I cannot make any comments about the possibility. I can only say that it'd be lovely if we can do something like that.

 

Anyway, thanks much for the suggestion!

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