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Posted

I'm having an issue creating a mod for WickedWhims... Maybe someone can help me. I have a few issues but I'm sure they're a simple fix for someone who has done this before.

 

I have 2 actors, thus I have 2 CLIP and CLHD files. How do I know which one is which actor? And how should I be labeling them with the SPG or whatever program?
 

When he says (Remove if Unused) in the XML does he mean delete it to be >< or does he mean put a zero in between like ">0<"

 

Where do I get Actor_ID's from? More specifically the DOG PET ID. It says I need the Receiving Actor ID so how do I get that number to be "Any Dog currently part of household". The trouble is getting a pet to register in the WickedWhims menu. REALLY need help on this one.

 

How do I make an object appear on an Actor, during the Animation? Let's say an actor uses a bottle in an animation. Or do I have to bake that bottle into the animation when I make it. I can't have it "appear"?

Posted

Hey!

Answered on another thread but to help a bit more,

 

The ID's we use (WWID) are related to objects found in build mode, you can get this by using the cheat console and typing ...    ww.enabledebug 

The pets cannot use this as they are not considered by the game script as a location!

 

This has been tested too and wicked whims doesn't recognize the pets as actors,

 

You'll need to create your package by importing the blend flies in studio, then set up the duration values and save,

You don't even need S4pe for this!!

The package is all ready to use in game,

You'll need to start the animation by using the teleport/summon sim mod to overlap the pet and owner, then use poseplayer,

 

It's the only way this works at present as wickedwhims only handles people!

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