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> Furniture and animations, How they work
ghastley
post Jan 14 2019, 04:45 PM
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I'm at the point in The Diablo mod where I need to put Greta in a Pillory where she can be rescued. I can't use the shackles for this as they go against a wall, and her developing wings are either hidden, or clip through the wall behind her. Fortunately, the work has already been done, and I just have to extract the one piece from a huge animation resource pack.

The method of creating new furniture items, and connecting up the entry/loop/exit animations is a topic that's worth documenting, as I haven't found a decent one anywhere else. This thread will hold my notes as I find out all about it.

The "sit" animation isn't a standard one, so a mod using it will need FNIS to install the extra behaviour data and animations. At least that's become a standard, and users are fairly familiar with the process.

I may also include Idle Markers, which work in a similar fashion, but without a static item, and explain how Animation Objects work. These are items that appear only when the animation is performed, such as musical instruments, or the broom. Lots of things will be common between all these.


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Mods for The Elder Scrolls single-player games, and I play ESO.
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ghastley
post Jan 30 2019, 07:24 PM
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First Draft is up

I still need to take some screen shots in both game and CK render window to add to this.

This post has been edited by ghastley: Jan 30 2019, 08:42 PM


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mALX
post Jan 31 2019, 09:44 PM
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QUOTE(ghastley @ Jan 30 2019, 01:24 PM) *

First Draft is up

I still need to take some screen shots in both game and CK render window to add to this.


Oh, this is fantastic! I didn't know you were using Fore's and something you said in here might explain why I had trouble with the mod = didn't know I had to rename the idles! Awesome tutorial!

The images remind me of a Lovers Lab mod, lol.





QUOTE(ghastley @ Jan 31 2019, 11:57 AM) *

QUOTE(mALX @ Jan 28 2019, 11:18 AM) *

Your laboratory sounds interesting! Will the NPC's on the tables be active and interact-able? Would the Player be releasing them? And if so, would they attack the player or help them?

If you look at the various dialogs, you'll find that you can control a lot of that. You can set a flag that prevents the NPC from using dialog while restrained. Their package can have conditions that will let you release them by changing whatever's being tested.

NPC's attacking players seems to be entirely determined by aggression settings, and there's a way to modify that value (set absolute, or change by an amount) to start it or stop it.



Yes, but what I was asking was = what will YOU be having happen in your mod? Will the Succubus that are in various stages of transformation (also be in various stages of aggression toward the player if released?)

What I'm asking is what you plan to do with this lab in your mod.





This post has been edited by mALX: Jan 31 2019, 09:34 PM


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