how to make skeltons start dead and then animate when you ap

Post » Wed Jan 23, 2013 5:28 am

how to ?
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Courtney Foren
 
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Post » Tue Jan 22, 2013 8:27 pm

Use OnLoad events to DisableAI(), then use a trigger box that when the player enters it uses EnableAI().

Simples :)
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Jennifer May
 
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Post » Wed Jan 23, 2013 12:25 am

Arm can you be more specific ? I am not sure what I shoudl put and where ...
is there any sample inworld?
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Melissa De Thomasis
 
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Post » Wed Jan 23, 2013 2:44 am

look at the draugres
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Shaylee Shaw
 
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Post » Wed Jan 23, 2013 4:15 am

problem I can't find them ....

second problem not sure if the skeletons need to be the destructed ones or not so a sample with skeletons woudl be better...
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Love iz not
 
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Post » Tue Jan 22, 2013 6:19 pm

There is no animation for broken skeletons 'forming together' as you approach. However you could use the draugr ambushes to make them go from laying around to getting up and attacking. Look in the ambush warehouse cell for examples of this, then simply use the same setup but with 'LvlSkeleton' or 'EncSkeleton' instead.
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Jason White
 
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Post » Tue Jan 22, 2013 7:13 pm

what's the name of ambush warehouse?

Ok I found I see three draugs ( one is a skeleton)....
nvm...

but what's tcalled the sleep furniture marker that some draug use?
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Silvia Gil
 
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Post » Tue Jan 22, 2013 5:45 pm

Ok I gived the linked ref to the skeleton to sit and linked them to the trigger , altough they do not sit ...
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Peetay
 
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Post » Wed Jan 23, 2013 6:02 am

any ideas why don't work?
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Susan
 
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Post » Wed Jan 23, 2013 6:24 am

Oh, they need to have the ambush script on them (Look at the 'Ambush' varient of the Draugr) with the 'AmbushOnTrigger' (Or whatever it's called) variable checked. That tells the game to make them 'hide' upon first loading.
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Lucky Boy
 
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Post » Tue Jan 22, 2013 4:10 pm

they do have . I just copied , but they do not have to Hide they have to lie sit or sleeping on the furniture , I linked them to each of the furniture required and then I linked to them the trigger box , boxes and skeletons have the proper trigger , but whenever I go there I always find them standing and doing nothing untill I enter the trigger area.....
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Far'ed K.G.h.m
 
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Post » Tue Jan 22, 2013 3:45 pm

The 'ambush' markers may have keywords on them that only allow draugr to use them, meaning you'd simply have to create a custom form of them and remove/change the keywords.
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Gemma Flanagan
 
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Post » Wed Jan 23, 2013 12:19 am

In the sample is not a draugr , is a skeleton , I can't see any custom made keyword on the trigger box .
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Adam Porter
 
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Post » Tue Jan 22, 2013 4:08 pm

Use dunReanimateSelf spell I believe its called.

http://www.creationkit.com/Bethesda_Tutorial_Papyrus_Events_and_Properties - This tutorial will show you how to make it all happen step by step.
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Michelle Chau
 
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Post » Tue Jan 22, 2013 3:57 pm

Ok to cut the head to the bull I just decided a prerelease so you people can download and tell me what's wrong in the setup ... another issue I am having is the summoned skeleton to not res properly but that I guess is something else ?....

anyway here is the link ....

http://skyrim.nexusmods.com/mods/manageuploads/?id=28957
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Trent Theriot
 
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Post » Wed Jan 23, 2013 4:40 am

If I understand correctly, the above posted tutorial will do exactly what you need. It's for Draugr, but skeletons should work pretty much the same. Some skeletons are marked with a NoReanimate keyword, so you may have to find ones that aren't. Edit: It's actually the skeleton race that is marked with NoReanimate keyword, which will not allow them to be reanimated through normal means.

Modifying the entire race is probably a bad idea, so you could try to create your own race by duplicating the original skeleton race, or using Draugr instead.
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james kite
 
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Post » Tue Jan 22, 2013 5:57 pm

the mod adds a completely new race so all is done from scratch and doesn't edit anything of original Bethesda ... I added them inworld , for some reason seems the argonian skeletons in Yngol barrow exterior are sleepign as should but not the khajiit ones in pale pass near the SouthfringeSanctum exterior ...

also the summoneable one is still keeping invisible , there must be something in ck related error I can't find perhaps some of you guys will be able to spot the reason why doesn't hows up or don't get reanimated ... waits for inputs ...
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Chavala
 
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Post » Wed Jan 23, 2013 6:33 am

So someone can tell me why some do work and some do not ? like for example in Yngol barrow they do work but in the exterior cell 33 -7 , or near the Southfringe Sanctum exterior or Mor Khazgur Norther area do not any help would be appreciated if someone knows the subject and wants to investigate here is the file ...

http://skyrim.nexusmods.com/mods/28957
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Red Bevinz
 
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Post » Tue Jan 22, 2013 3:04 pm

Coul dsomeone tell me why when I go to check ingame the skeletons I set to sleep are instead standing? what's the problem ? I know some others isntead are seeing them not standing so what's happening ?

Also another problem I am having I am sticking things into havock setle so that do not roll away and just if I touch but when I get ingame I see all stuff rolled around like if havock settle didn't work , any ideas?
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Schel[Anne]FTL
 
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Post » Tue Jan 22, 2013 3:04 pm

Coul dsomeone tell me why when I go to check ingame the skeletons I set to sleep are instead standing? what's the problem ? I know some others isntead are seeing them not standing so what's happening ?

Also another problem I am having I am sticking things into havock setle so that do not roll away and just if I touch but when I get ingame I see all stuff rolled around like if havock settle didn't work , any ideas?

My bet is that they are running on packages in exteriors. Did you tried with normal skeletons first?
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Jonny
 
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Post » Wed Jan 23, 2013 3:26 am

running on packages in exterior ? what you mean? I tried with my custom skeletons and are what I need to make work ... have you tried the mod?
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Lance Vannortwick
 
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