How to create new sitting furniture?

Post » Wed Jun 20, 2012 2:39 am

Hi I wanted to use the sitting on earth cross legs of the kajhits for the player , but I have not seen any special command , nifnode or anything else that coudl help creating such a rug ... any ideas?
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SEXY QUEEN
 
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Post » Wed Jun 20, 2012 3:19 am

No one?
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Liii BLATES
 
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Post » Wed Jun 20, 2012 5:31 am

That's one of the Idle animations you can call through script with PlayIdle.
So you could create new entry in Idle Animations window and assign IdleSitCrossLeggedEnter anim event to it. Then make a rug as activator and attach a script to it with OnActivate event and put such code there:
Event OnActivate(ObjectReference akActionRef)	If akActionRef == Game.GetPlayer()		akActionRef.PlayIdle(Idle1)	EndifEndEvent
where Idle1 is the property set in properties window and assigned to that particular Idle you created previously.
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Bethany Short
 
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Post » Wed Jun 20, 2012 3:11 am

There's an Idle Marker; it's called "SitCrossLeggedMarker."
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Heather Dawson
 
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Post » Wed Jun 20, 2012 1:54 pm

PC can't activate Idle Markers, as these are usually invisible and have no collisions.
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marina
 
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Post » Wed Jun 20, 2012 9:25 am

you can create furniture out of anything and apply any of the idle anims to it.

this is what i would do:

open the rug mesh in nifskope, export the nitrishape as an obj

open the bedroll in nifskope, import the rug obj in place of the bedroll nitrishape. reposition it according to the furniture marker to where you want the character to sit (nevermind that its a lay down marker)

after you save the nif, open the CK

in the CK find any chair furniture and duplicate it.

replace the model with your custom nif, erase the sitting chair keywords and add sitcrosslegged keywords but you might want to make sure force3rdperson is there.

rename from Chair to Rug or whatever
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Ricky Meehan
 
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Post » Wed Jun 20, 2012 4:35 am

PC can't activate Idle Markers, as these are usually invisible and have no collisions.

Yes, I know, but he was asking what the NPCs were using in the game.
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Nice one
 
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Post » Wed Jun 20, 2012 2:01 am

What I did is take the rug shape and paste it into the marker of the sitting anim, tough ingame the object is not selectable , anyway to fix?
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Adam Kriner
 
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Post » Wed Jun 20, 2012 2:02 am

What I did is take the rug shape and paste it into the marker of the sitting anim, tough ingame the object is not selectable , anyway to fix?

did you give the new marker a physical name? the default sit markers do not have in-game names.
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Chantelle Walker
 
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Post » Wed Jun 20, 2012 1:24 pm

nope ...
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Monique Cameron
 
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Post » Wed Jun 20, 2012 11:25 am

without a physical name, the activation will never appear

just like if you create armor with no name it will never appear in your inventory even if it is physically there
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Tracey Duncan
 
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Post » Wed Jun 20, 2012 2:49 pm

I have a solution for creating most furniture types out of anything.

In the editor, go down to world objects, then to subcategory furniture. In the filter at the top, type INVIS. This will give you a list of all the invisible furniture markers. Players can only interact with furniture markers but they must also be labeled and will say PLAYER in the name of the base (the marker will also have a bright green block, indicating the player can interact with it).

Now, I don't know if there is a sit cross-legged furniture marker so that may require some creativity on your part but it could probably be done in a multitude of ways.

For example, I took a static pine log and put some furniture chair markers on it so the player or NPC's who are sandboxing can sit on them (they are by a campfire).

So, in short:

Invisible furniture marker + Static World Object = Instant custom furniture
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Kevin Jay
 
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Post » Wed Jun 20, 2012 4:49 pm

I have tried giving names and all other kind of stuff , eplored the nif files to look foor some anims or the like but I can't get to work the sitting crosslegged like the kahjiits on a simple rug any other ideas?
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x a million...
 
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Post » Wed Jun 20, 2012 5:07 am

Not working?
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Alister Scott
 
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Post » Wed Jun 20, 2012 2:04 pm

Alternatively you can AI Drive the player to use an Idle marker and any special furniture. Now, I haven't bothered to figure out how the player gets out. I was just doing it for fun with a prayer marker and a wall lean marker, my player was stuck in the marker but I wasn't concerned since I was just messing. It may be simple to do so.
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Cesar Gomez
 
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Post » Wed Jun 20, 2012 9:16 am

Did u get working how i do that I have hacked the nifs with all combis but couln't get it to work...
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Lilit Ager
 
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Post » Wed Jun 20, 2012 4:13 am

I would also like to know if anyone has a solution for this. I'm trying to create a new crafting table with it's own special animation. The animation is the last part I need.
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Alba Casas
 
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Post » Wed Jun 20, 2012 5:17 pm

Any other sugestion?
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priscillaaa
 
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Post » Wed Jun 20, 2012 5:38 am

Maybe make an activator with the rug model, and in the OnActivate function, have it call the PlayAnimationandwait function for the crosslegged sitting animation?
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ashleigh bryden
 
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Post » Wed Jun 20, 2012 6:42 am

how I do that?
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Del Arte
 
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Post » Wed Jun 20, 2012 4:38 pm

Not sure, spent some time fiddling with it, with no luck so far...Wasn't there a thread about how to let the player use invisible furniture around somewhere? If you could take the invisible chair marker and add the "IsSitCrossLegged" keyword...Unfortunately, the mats and rugs have no Sit marker associated with them...
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!beef
 
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Post » Wed Jun 20, 2012 10:08 am

I'm also looking for some not-so-conventional player seating - and my curiosity is driving me to distraction. For me, I'm up to the Select sit-x-legged marker, hit the triggerbox button on the toolbar and select "triggerbox", set the primitive to Player Activation, set the trrigerbox's Activate Parent to the sit-x-legged marker - and so far it's still not working, so maybe attaching that script, suggested by http://www.gamesas.com/user/753342-redwood-elf/, wouldn't be such a bad idea.
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I even tried attaching this script to the furniture marker:
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Spoiler
Scriptname zqzzSlBeSeated Extends ObjectReference;When activated puts activator into the correct postureActor Property PlayerRef AutoObjectReference Property zqzzFlSitCrossLeggedPLAYER AutoEVENT OnActivate (ObjectReference akActivator)If akActivator == PlayerRef	;Do special stuff to player avatar	akActivator.PlayAnimationAndWait("SitCrossLegged", "OnSit")Else	;Do ordinary stuff to Actors	akActivator.PlayAnimationAndWait("SitCrossLegged", "OnSit")EndIf	EndEVENT
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Nice compile; shame about the dice. So I have to wonder, how indeed...?
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Facebook me
 
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Post » Wed Jun 20, 2012 10:19 am

ok but the sitting furniture do not work thorught scripts , they are nif files , how do edit those to make them work? ....
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Blackdrak
 
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Post » Wed Jun 20, 2012 6:25 am

ok but the sitting furniture do not work thorught scripts , they are nif files , how do edit those to make them work? ....
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Sounds like they need an activator of some sort, and that can invoke an activation event which, in turn, can be scripted - which makes me wonder what other purpose those furniture nifs have...?
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I take it that they are classed as markers. Would that be correct?
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So I have, maybe, a silly question and it just might prove that I've gone totally bananas but I have to ask: what would happen if we substitute a furniture marker for an XMarkerHeading as a MoveTo destination for the player?
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Lily Evans
 
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Post » Wed Jun 20, 2012 2:40 am

I've seen something else which might help over on the http://www.gamesas.com/topic/1363209-do-you-think-that-magic-effect-archetypes-were-sloppy-and-broken/. The quote in question reads:
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Being someone who's mucked around pretty hard with the activation system there should always be a way to interact with something that has an activator. Is the problem that there is no activation on a reanimated actor, or that when you activate it does nothing?

Using perks to manipulate activation choices is the best way, you could have the perk "add" an activation choice to the actor based on conditions, then you can tick the script option to "run immediately" and "override default" then make the perk script call a scripted activation on the actor using the default activation.
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I haven't tried this out myself, but it does sound promising...
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Shelby Huffman
 
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