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I Need a Test Plugin For Faction Rank .


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I know this is Kinda Rude , But Im pretty Bad With Geck

Can Someone Create a Plugin where when you Equip sumting , You Join a Faction .Eg ( Restrained Faction )

the Equip can be anything like a Belt or collar or Cuffs it Doesnt Matter .

 

I was working on getting the Tied Hands Walk , Working for Fallout NV , But The toggle Special Anim function is no where in sight , Will Have to do with Special anims

 

So Im looking to bypass a few Loop Holes , here and there to get it working ,wish me luck .

 

Cheers and Thanks

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Guest user29

i think if you just type player.addtofaction RestrainedFaction 1 in the console you can do it in game. You'd need to create a faction called RestrainedFaction in the a plugin in the geck but that's as easy as going to the menu and adding it.

 

I think anyways.

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Yeps , Super That Did the Trick

Thank You Very Much

 

Lol its a Bit Weird But it will do for Now , :)

 

I will Try to Explain how this can be done , It still needs to be more solid with the conditions etc . Mean While I will Get to Work on the Tied Hands Anims

 

Cheers

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Hmmm ,

Im Partially Successful In Implementing the Restrained Walks ,

 

A few Problems Were there

1. NPCs Dont Stop Walking , they go on a walk Streak .

2. Sexout and Attacks Disrupts the flow

 

For the Player it seems to work Fine as of now will need better scripts and conditions

 

Cheers

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A Question , Can controls be disabled for NPC's / Player

 

Running and Strafe etc ?

 

More Than Meets the .....

Stock Wagon NV Style I got it on my first try Luckily Im on a Streak .

 

 

 

Cheers

 

Edit - Oh Yes , your Driving

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A Question ' date=' Can controls be disabled for NPC's / Player

 

Running and Strafe etc ?

 

More Than Meets the .....

Stock Wagon NV Style I got it on my first try Luckily Im on a Streak .

 

Cheers

 

Edit - Oh Yes , your Driving[/quote']

Nice stuff, just needs red wheels and a little wagon tray so you can put stuff in it :)

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http://geck.bethsoft.com/index.php/DisablePlayerControls

 

You can disable running by giving the player something super heavy. But you can't disable just strafe as far as I know. Unless you were to script something that disabled that key or something.

 

Thanks

I guess Scripting is the Way to Go , Once im Done With at least 5 animations , I will Post them as a Modders Resource , From there if its possible to integrate into sexout , it maybe possible .

 

Cheers

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Oh my. Tagged for the 'how?!' and for integration into sexout of at least the crawling' date=' this is needed for a lot of mods.. :)

[/quote']

 

Lol ,

 

Yea For Sure , Gimme a Few Mins I ll Post the Details and Bugs .

 

The Hint is the - Buzzed Faction ;)

 

Cheers

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Ever Notice the NV Drunkards , IE the Drunk Walk

This is what gave me the Motivation for attempting this .

 

1.

For Starters Lets look at the CrawlForward.kf ( All Credits to Donkey )

I've Modified the Value From Special Idle to Forward

Doing This Basically gives the Control to the Player like a Movement Animation .

 

2.

Lets Look at the conditions in the CK .

" This Can Be done better , I used what basic knowledge I know "

 

 

 

3.

On Joining the the Faction , the effects aren't immediate , Since we need to Tap any of the movement keys .

Once Tapped the animation Starts and your on all Fours ,

 

Well , the thing here is that most controls have to be disabled to pull this off eg Strafe , Run etc. it looks weird because the crawl animation is taking priority ,

 

Sexout seems stable , I ve had a a few crashes with Brutal Rapers .

Ahh this Also Works for npcs , But they Keep Crawling and have their own sense of direction , with companions they sort of nuzzle u when we stop ...

 

Cheers

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Success !!!

 

I stand Corrected ,

I will Release a Test.Esp Soon

Its Flawless , for the Player at least .

I think its got sumthing to do with Blender Values itself .

 

Cheers

 

Proof of Concept

 

 

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Ok ,

As Promised the crawl Walk Anim . (Credit to Donkey its His Animation , I just Found the Loop hole which we can Exploit ;) )

 

I need To test This , People Familiar with the CK Please Go Ahead ,

 

Load the Esp and in the Console

Type

player.addtofaction XX000ADD 1 (XX is the load Order no.in FOMM )

Start Moving

 

Pride Slayer , Im Sure this Can Be done Via Tokens too instead of using Faction Theoretically . But I leave it up to You , it seems to work Fine with the player

 

 

 

Cheers And Feed Back is Appreciated :)

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  • 5 weeks later...

mastercchris, is the crawlforward.kf in your download the same one currently in the datapack with the other crawl animations, in meshes\characters\_male\idleanims\SexoutNG\solo\kneel? If not, can those anims be 'fixed' to work with this, or not?

 

There are seven of them in there.. walk forward and back, turn left and right, left and right (for strafing), and idle (doing nothing I presume).

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mastercchris' date=' is the crawlforward.kf in your download the same one currently in the datapack with the other crawl animations, in meshes\characters\_male\idleanims\SexoutNG\solo\kneel? If not, can those anims be 'fixed' to work with this, or not?

 

There are seven of them in there.. walk forward and back, turn left and right, left and right (for strafing), and idle (doing nothing I presume).

 

No Mine Is Different , I Have Modified the .kf File . I have Just Used One animation the crawlfwd one .

This .kf is Modified So as to Give the player Movement Control .

You Have to use the .kf which I Have Provided.

 

 

There is No Way Yet to Use all the 7 movements . They Have to Be cast aside till there is function to call them in NVSE.

 

Cheers

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No, didn't try it yet, was going to put that file in the data pack but I wasn't sure if it was the same or different from the ones I already have/had. It's different and supports movement, that's cool, I'll just remove the others from the datapack.

 

What kind of NVSE support do you need?

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Just finished getting it put in (local copy) of datapack and updating the ESP to use the new path. Definitely "kinda" works. Crawling works ok but seems kinda random how far you'll travel; sometimes it's pretty responsive to key input, other times the character just keeps walking forward for "miles". Using any of the different direction keys makes you go forward but I expect you knew that already.

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