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I Need a Test Plugin For Faction Rank .


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Posted

What kind of NVSE support do you need?

 

Togglespecialanim Function Like in OBSE . It Should toggle Animations in the Locomotion Directory of FONV .

 

Cheers

 

Hmm. The calling convention of the function looks simple enough. I'll take a look at the OBSE source to see what it's doing and let you know if NVSE has the required data mapping or not. If it does, I should be able to add it to the extender.

Posted

(meh sorry for spamming)

Out of curiosity, what's wrong with the crawl animations that are in the datapack right now? I had them *nearly* working with a token with just some minor issues that can probably be resolved with the same OBSE/NVSE function.

 

I only ask because basically all the different types are there: Forward, backward, turn left, turn right, strafe left, and strafe right. I did the same thing you did in the test ESP, which is add a new animation group, and then check IsMoving -- I just used all the IsMoving results; 0 = crawlidle, 1 = crawlforward, 2 = crawlbackward, 3 = crawlleft (strafe), 4 = crawlright (strafe). I didn't ever figure out how to hook the turning anims up though.

Posted

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' date=' 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.

[/quote']

 

 

Umm the Crawling is Supposed to Stop , if the Key isnt Pressed .Did you Try the Test Esp in the Previous Page,

 

Oh Well . Its Buggy I guess .

 

 

Hmm. The calling convention of the function looks simple enough. I'll take a look at the OBSE source to see what it's doing and let you know if NVSE has the required data mapping or not. If it does' date=' I should be able to add it to the extender.

[/quote']

 

Yea If its Possible , then it would be great . Much can Come From this . Even the normal Walk animations could be Player specific or NPC Specific

 

Cheers

Posted

Yes, I was using your ESP. I just edited it quickly in fnvedit to change the location of the .kf as I'd added it to the datapack in the SexoutNG directory. I'm going to upload an ESP in a moment that uses the anim group that's in sexout, with the existing anims in the datapack and the token for you to take a look at, if you wouldn't mind.

 

You can change it to use the faction instead if you want or do whatever with it.. last time I worked on this it was really pretty close to working even without the OBSE function.

Posted

(meh sorry for spamming)

Out of curiosity' date=' what's wrong with the crawl animations that are in the datapack right now? I had them *nearly* working with a token with just some minor issues that can probably be resolved with the same OBSE/NVSE function.

 

I only ask because basically all the different types are there: Forward, backward, turn left, turn right, strafe left, and strafe right. I did the same thing you did in the test ESP, which is add a new animation group, and then check IsMoving -- I just used all the IsMoving results; 0 = crawlidle, 1 = crawlforward, 2 = crawlbackward, 3 = crawlleft (strafe), 4 = crawlright (strafe). I didn't ever figure out how to hook the turning anims up though.

[/quote']

 

The Problem when I tried to Use the Idle , in conjunction with this particular method .It looked weird , meaning the Player was crawling on 2 legs and the hands were stiff .

 

Im Not Sure if the Default Idle was being over ridden by the Vanilla Animations .But its a Possibility

 

Cheers

Posted

Yes' date=' I was using your ESP. I just edited it quickly in fnvedit to change the location of the .kf as I'd added it to the datapack in the SexoutNG directory. I'm going to upload an ESP in a moment that uses the anim group that's in sexout, with the existing anims in the datapack and the token for you to take a look at, if you wouldn't mind.

 

You can change it to use the faction instead if you want or do whatever with it.. last time I worked on this it was really pretty close to working even without the OBSE function.

[/quote']

 

Sure I Will Take a Look And Give it a Go .

 

Cheers

Posted

I Used Only Faction .

And for the the Idle the condition was ismoving = 0

 

Cheers

Posted

Here's a quick test ESP with the anims from the sexout data pack. It has a few problems.

 

To kick it off just give yourself a crawling token. xx063065

 

With it the way it is right now, it does like you described when moving; the character 'crouches' and the arms look all scarecrowish. I always kind of thought this was just due to the animation files being a bit messed up.

 

If you change the animation group on the SexoutNGCrawl group (and the items inside it) from Special Idle to Movement, which I thought would fix some of the problems, the character instead just doesn't move at all when you press the movement keys.

 

If you do the playidles manually on an NPC they do work "OK" though and look fairly good. In the console click the character and then try these commands:

 

playidle NGCrawlFwd
playidle NGCrawlRwd
playidle NGCrawlRight
playidle NGCrawlLeft

 

Note these won't work on the player unless you go into TFC. You don't need to hand out the token for them to work.

 

I tried a few different things.. changing the idle group in the geck from 'special idle' to 'movement', changing the conditions from 'IsMoving' to use 'IsControlPressed' instead, etc. Nothing seems to work quite right.

 

Based on how it looks with the specialidle setting I always felt it was just something wrong with the animation files themselves.

Posted

FYI no go on the extender just now, I'll have to find time to look more closely. The TESAnimation class is well defined in OBSE, but not defined at all (just two unknown fields) in NVSE and FOSE.

Posted

I just , Tried it . the same issue . I think thats the Best we can do for Crawling .

 

Take Your time with it .

Posted

Another 'screwed up' bit of that is that once you remove the token, the player doesn't revert back to normal walking. This is why those anim groups are deleted from the sexout ESM -- I didn't want people getting 'stuck' crawling by accidentally giving themselves a crawling token somehow.

Posted

For now that's probably right. This is really an abuse of the idle animations system anyway; it's intended to play animations when the character is idle (not doing anything), not replace movement or other non-idle animations.

 

I do have another idea though.. going to give it a try.

 

Edit: forget other idea. Won't work due to the damn TFC issue. There is a way around that according to the wiki, by placing the animations outside of the character directory. I'm going to find some time to experiment with that. Maybe I can get all the animations working without all this TFC/3rd person/timing BS if that works as advertised.

 

My thought is to script the token so that when it's given to an actor, if the actor is the player, set restrained (can't move), and then intercept the movement keys in the script and do forced playidles depending on the key(s) that are down.

 

The player is the bigger troublemaker; NPCs can more easily be convinced to crawl I think.

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