xaz Posted August 15, 2012 Author Posted August 15, 2012 I think you should be able to register to receive the JumpLandEnd animation event. You should be able to re-establish the bound animation at that point. Possibly after a short wait to let the landing animation complete. Beth forum post Thanks! That sounds like a more robust way to do it. I'll look into it. Better start a "todo list" soon.
SoulRiiser Posted August 15, 2012 Posted August 15, 2012 For some reason my character dosent do any animations or even follow. It let's me equip the cuffs and collar then she stands there and I can take them off again. But I see ysolda and everything fine
xaz Posted August 15, 2012 Author Posted August 15, 2012 For some reason my character dosent do any animations or even follow. It let's me equip the cuffs and collar then she stands there and I can take them off again. But I see ysolda and everything fine Not sure why that is. Try equipping just the collar or just the cuffs and see if anything happens.
CaptainChaos Posted August 15, 2012 Posted August 15, 2012 Edit: Anyone interested in this mod should also check out Crime and Punishment WIP. It's really nice source of inspiration for what this mod is trying to accomplish. And they play together! The original author gave up on the mod and it's been taken over and reposted as V2. Since 1.7 (I think, some version) broke V1 and V2 doesn't seem to work at all for me (new save or old save), the mod seems to be in kind of a holding pattern. A shame too because it made crime in Skyrim at least semi-interesting, if not buggy. The Oblivion version was a cool concept mod that never really reached fruition either.
SoulRiiser Posted August 15, 2012 Posted August 15, 2012 For some reason my character dosent do any animations or even follow. It let's me equip the cuffs and collar then she stands there and I can take them off again. But I see ysolda and everything fine Not sure why that is. Try equipping just the collar or just the cuffs and see if anything happens. Nada. Still no AO no matter what order I wear them or even what parts I wear
CaptainChaos Posted August 15, 2012 Posted August 15, 2012 Nada. Still no AO no matter what order I wear them or even what parts I wear Have you tried a new and/or older save?
anubis Posted August 16, 2012 Posted August 16, 2012 Just check this out...looking good... its quite big tho, you know for a "room" , well my player always kept fall behind and run toward ysolda but hey i like it. was looking for a mod that can replace those thalmor prisoner that being marched on the road with player character. anyway when my char wear one of the stuffs (didnt remember which one is it, i think its wrist cuff) i realize my character expression also change into some fear/sad looking..is that come from the mod as well ?..if yes, wondering how you made it..trigger by script maybe ? For some reason my character dosent do any animations or even follow. It let's me equip the cuffs and collar then she stands there and I can take them off again. But I see ysolda and everything fine then it must be the scripts, make sure you put it in correct folder..
SoulRiiser Posted August 16, 2012 Posted August 16, 2012 I dragged and dropped them into the data folder under Desktop>Skyrim>Data...That is where I put everything that was in the folder I downloaded
xaz Posted August 16, 2012 Author Posted August 16, 2012 I dragged and dropped them into the data folder under Desktop>Skyrim>Data...That is where I put everything that was in the folder I downloaded Can you find files called something starting with "zzz" in your Data/Scripts folder? That's where the scripts should be. Otherwise I'm not sure what could cause the problems.
SoulRiiser Posted August 16, 2012 Posted August 16, 2012 Yup there all there. I don't know what's wrong. It looks great in the screen shots though. Keep up the good work hehe
xaz Posted August 16, 2012 Author Posted August 16, 2012 anyway when my char wear one of the stuffs (didnt remember which one is it' date=' i think its wrist cuff) i realize my character expression also change into some fear/sad looking..is that come from the mod as well ?..if yes, wondering how you made it..trigger by script maybe ? [/quote'] Indeed. I use SetExpressionOverride on the player to change expression. Just toying around, though, but I kind of liked the effect, so I kept it.
Blargh! Posted August 20, 2012 Posted August 20, 2012 Could you, by any chance put some collars in the chest that do the opposite? When someone puts it on they have to follow you and stop being hostile (May have to change faction to PlayerFaction to avoid followers/guards killing them if they were originally hostile) I'd do it myself but the only line of code I know is GotoAndPlay(); (And that's for Flash ) If not, I still want to tell you that this mod is awesome
CaptainChaos Posted August 20, 2012 Posted August 20, 2012 Right now' date=' I'm thinking of doing what you suggest; put a timer to reapply the animation, but I imagine this will conflict nicely with other things one might want (such as tying the slave in place somewhere).[/quote']I think you should be able to register to receive the JumpLandEnd animation event. You should be able to re-establish the bound animation at that point. Possibly after a short wait to let the landing animation complete.I was thinking about this issue while drinking heavily this weekend (I find my best ideas come when alcohol makes the mind wander)' date=' so I could be way off, but I figured I'd look for some input. There's a mod for Oblivion called AHEGA or something like that. I may be off as I just tried it out, but realized that I wasn't big into guro. One of the things I noticed though was that one of the "armors" basically made you into a floating quadruple-amputee [i']on a visual level.[/i] In reality, your arms and legs just became invisible because (what I believe) is that there was just no mesh data for the arms/legs and the "caps" on the armor covered up where the holes would be (ironically called caps in Jedi Outcast due to the dismemberment system). Would it be possible to "cheat" the animation system of Skyrim by force-equipping a nude body, sans arms, that contained the mesh data of the "arms bound" animation? Basically, you would be equipping arms bound in whatever position the armor had them in. Now, you would still be able to attack unless you combined it with a restrained command. But you could jump, sprint, all that jazz, yet visually it would all look right and wouldn't require any actual animations. Just a thought, but also one that came to mind with the "Nightmare" armor I use with contains no body mesh, so unless the whole set is equipped, you're missing body parts. This would also need to forcibly remove any rings, gloves, wrists (such as shackles, which would need to be added to the "armor" itself), etc or else they would be floating where the arms should be. TL;DR: Would it be possible to create a set of armor that is literally "arms/hands bound" and combine it with "onequip setrestained?"
Vibe Posted August 21, 2012 Posted August 21, 2012 Looks great. Not quite interested to use yet but I will defiantely be watching. Might give it a run through when I'm bored, I'm good at breaking things. =D
xaz Posted August 21, 2012 Author Posted August 21, 2012 Right now' date=' I'm thinking of doing what you suggest; put a timer to reapply the animation, but I imagine this will conflict nicely with other things one might want (such as tying the slave in place somewhere).[/quote']I think you should be able to register to receive the JumpLandEnd animation event. You should be able to re-establish the bound animation at that point. Possibly after a short wait to let the landing animation complete.I was thinking about this issue while drinking heavily this weekend (I find my best ideas come when alcohol makes the mind wander)' date=' so I could be way off, but I figured I'd look for some input. There's a mod for Oblivion called AHEGA or something like that. I may be off as I just tried it out, but realized that I wasn't big into guro. One of the things I noticed though was that one of the "armors" basically made you into a floating quadruple-amputee [i']on a visual level.[/i] In reality, your arms and legs just became invisible because (what I believe) is that there was just no mesh data for the arms/legs and the "caps" on the armor covered up where the holes would be (ironically called caps in Jedi Outcast due to the dismemberment system). Would it be possible to "cheat" the animation system of Skyrim by force-equipping a nude body, sans arms, that contained the mesh data of the "arms bound" animation? Basically, you would be equipping arms bound in whatever position the armor had them in. Now, you would still be able to attack unless you combined it with a restrained command. But you could jump, sprint, all that jazz, yet visually it would all look right and wouldn't require any actual animations. Just a thought, but also one that came to mind with the "Nightmare" armor I use with contains no body mesh, so unless the whole set is equipped, you're missing body parts. This would also need to forcibly remove any rings, gloves, wrists (such as shackles, which would need to be added to the "armor" itself), etc or else they would be floating where the arms should be. TL;DR: Would it be possible to create a set of armor that is literally "arms/hands bound" and combine it with "onequip setrestained?" That's a really cool idea! Should definitely look into it. Afaik, textures and so on from the original body can still be used. The only drawback is that it's not animated, and the state on my computer has animated arms. Might still be worth it for immersion. I looked at Crime and Punishment, and they reupdate the bound animation on a fairly frequent timer, which I think looks pretty good.
ronttu Posted August 21, 2012 Posted August 21, 2012 Yeah, the problem with multiple body mods is that what's good for one is a complete no-no for another.. I realize Bethesda isn't really making the game for the (adult) mod community, but it'd be really nice of them to include a proper chargen AND make clothing a layer on top of it, both for easy adaptability to any body mods if they'd still be needed, and for actual animation instead of bending with the skeleton.
Emhyr Posted August 21, 2012 Posted August 21, 2012 I looked at Crime and Punishment' date=' and they reupdate the bound animation on a fairly frequent timer, which I think looks pretty good. [/quote'] Yup. Re-applying the animation every second was the only solution I could come up with at the time, but it was my first mod and I would have prevented jumping too if I knew how. It wasn't too bad with sprinting as it worked while sprinting too, so was only broken for less than a second when you started to sprint which is hard to notice as the camera is always behind the player at the time and the hands were bound in front. Looking forward to trying this one. Good work.
CaptainChaos Posted August 21, 2012 Posted August 21, 2012 That's a really cool idea! Should definitely look into it. Afaik' date=' textures and so on from the original body can still be used. The only drawback is that it's not animated, and the state on my computer has animated arms. Might still be worth it for immersion.[/quote']Animated arm poses would be the issue, but not a massive one depending on what you're trying to accomplish. It would also work with Mastercchris's "arms horizontally bound" animation replacer he's currently working on. Like I said, it's not perfect, but sometimes you just have to cheat the system to get the look you want. The problem is that the body mesh goes all the way into the arms, so there would be a need to create an entire body for each pose, thus overiding any customer bodies installed. Oh well, you can't have it all. Yup. Re-applying the animation every second was the only solution I could come up with at the time' date=' but it was my first mod and I would have prevented jumping too if I knew how. It wasn't too bad with sprinting as it worked while sprinting too, so was only broken for less than a second when you started to sprint which is hard to notice as the camera is always behind the player at the time and the hands were bound in front.[/quote'] "Wait, I know you." I was going to send you a PM on the nexus for access to your scripts, but that would have required another "account" to send PMs via the forum (why they aren't linked circa 2012, I'll never know). Not shortly after, someone had taken over the project. Anyway, "1.something" broke your mod, but the latest patch (or whatever) actually made it function again. I'm still using it while V2 gets ironed out. Excellent work and grats on your new job.
xaz Posted August 21, 2012 Author Posted August 21, 2012 I looked at Crime and Punishment' date=' and they reupdate the bound animation on a fairly frequent timer, which I think looks pretty good. [/quote'] Yup. Re-applying the animation every second was the only solution I could come up with at the time, but it was my first mod and I would have prevented jumping too if I knew how. It wasn't too bad with sprinting as it worked while sprinting too, so was only broken for less than a second when you started to sprint which is hard to notice as the camera is always behind the player at the time and the hands were bound in front. Looking forward to trying this one. Good work. Actually, I just managed to disable jumping when bindings are applied. I think I'm getting quite a lot to release now. I'll look into doing the same with sprinting, but this looks really promising. I'll update tomorrow for sure. Disabling jumping: Added a condition on the jump behavior. Gameplay menu->animations->Actors/Character/Behaviors/0_Master->ActionJump->JumpRoot There are a lot of conditions there, like disabling jumping when you're sitting. Added condition to look for less than or equal to zero items with the xazBindings keyword. Seems to work ok. Edit: Worked on sprinting too (ActionSprintStart). This means that I can reasonably remove the update timer on the script.
DocClox Posted August 22, 2012 Posted August 22, 2012 Disabling jumping: Added a condition on the jump behavior. Gameplay menu->animations->Actors/Character/Behaviors/0_Master->ActionJump->JumpRoot There are a lot of conditions there' date=' like disabling jumping when you're sitting. Added condition to look for less than or equal to zero items with the xazBindings keyword. Seems to work ok. Edit: Worked on sprinting too (ActionSprintStart). This means that I can reasonably remove the update timer on the script. [/quote'] That's useful. So we could have a keyword for a pair of lockable high heels that disabled sprinting then. Or a set of hobble chains that forced a walk. I wonder how far we are from being able to define our own actions (as opposed to idles) and if we did that, whether we could make the game use them. For that matter, would it be possible to (say) define crawling animations with an enter and leave animation as well as a movement loop, and then splice them into the walk action with suitable conditions set. I really wish I understood this part of the engine in a little more depth sometimes.
xaz Posted August 22, 2012 Author Posted August 22, 2012 Disabling jumping: Added a condition on the jump behavior. Gameplay menu->animations->Actors/Character/Behaviors/0_Master->ActionJump->JumpRoot There are a lot of conditions there' date=' like disabling jumping when you're sitting. Added condition to look for less than or equal to zero items with the xazBindings keyword. Seems to work ok. Edit: Worked on sprinting too (ActionSprintStart). This means that I can reasonably remove the update timer on the script. [/quote'] That's useful. So we could have a keyword for a pair of lockable high heels that disabled sprinting then. Or a set of hobble chains that forced a walk. I wonder how far we are from being able to define our own actions (as opposed to idles) and if we did that, whether we could make the game use them. For that matter, would it be possible to (say) define crawling animations with an enter and leave animation as well as a movement loop, and then splice them into the walk action with suitable conditions set. I really wish I understood this part of the engine in a little more depth sometimes. Not sure how much one can customize. I looked for normal running animations to disable everything but walking, but couldn't find anything which seemed "right". Might still be there; the CK isn't really helpful in sorting information. Though, for sure, there is a steep learning curve (as a community too), so there's no telling what might be possible.
xaz Posted August 22, 2012 Author Posted August 22, 2012 Update: - Better animation. - Some scripted scenes. Well, one really. The other one is just doing what the mod already did, but in a different way. - Added decoration (important!) - Better mechanics for wrist bindings. Phew! The funny thing is how little one produces with so much effort. At least now I know how to make a scene (in Skyrim). Some screenshots attached...
DocClox Posted August 22, 2012 Posted August 22, 2012 Phew! The funny thing is how little one produces with so much effort. At least now I know how to make a scene (in Skyrim). Tell me about it! It does get a lot easier once you've done a couple of them though. And it does look like you're having fun
xaz Posted August 22, 2012 Author Posted August 22, 2012 And it does look like you're having fun The happy faces aren't lying!
anubis Posted August 22, 2012 Posted August 22, 2012 did'nt notice there is an update already, hoping the new update can really make the player follow ysolda without getting fall behind. coz i really love that scene. looks good judging from the screenshots..cant wait to check it out again.. you should made something like that DB "We Know" thing, got kidnap during sleep and finally wake up in that exclusive bed in your lovely dungeon as an entrance. haha unknown fate it is
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