So, now that the CK's out... sprinting and jumping.

Post » Sun Jun 17, 2012 1:49 pm

Is it possible to mod this in? I've been poking around the CK, but haven't found anything yet, though I am really inexperienced.

EDIT: I mean sprinting and jumping simultaneously, of course.
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Facebook me
 
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Post » Mon Jun 18, 2012 3:14 am

Anyone have any idea?
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Steve Smith
 
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Post » Sun Jun 17, 2012 1:38 pm

Easiest way I can think of would be to do a mod that would really only work in 1st person that would cheat and raise the player through a script.
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Rachel Hall
 
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Post » Sun Jun 17, 2012 11:18 pm

Easiest way I can think of would be to do a mod that would really only work in 1st person that would cheat and raise the player through a script.

I did think about something like that, it just doesn't seem like a solution that's really playable. Anyone know?
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Kelly James
 
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Post » Sun Jun 17, 2012 10:25 pm

You can make it so your able to jump while attacking/casting but since the base Behavior graph was not designed with it in mind nor were the animations created with it in mind allowing this makes it so if you jump while doing this it cancels the attack/cast instantly making this mod pretty much a waste of time.

I was able to make it so you can attack underwater but this required me to do ALOT of F**King around with how the Behavior Graph interacts with the In-Game Action Mapping and to say its awesome in 1st person is to also admit that is blows hard in 3rd as the aniamtions are not portrayed correctly and you get lots of bad things happening....

I can make a release on The Workshp tonight/tomarrow if anyone is interested though it was designed as a BETA CK mod just to see if I could get it to work and currently contains quite a few dirty edits that I think I would prefer to document at just start from scratch with a new esp for any release.
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Alister Scott
 
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Post » Mon Jun 18, 2012 2:50 am

Ok, so maybe this is actually really complicated. What if you could make a script that would quickly switch to the running animation after pressing the jump button and technically cancel the sprinting, while still keeping the same movement speed, and then hypothetically it would jump? I don't know... never really scripted before, just throwing ideas out there.

EDIT: And thinking about it... it would have to somehow switch from sprinting to running much faster than normal so there isn't a lag between when you press the jump button and when you jump. Otherwise it's pretty pointless, as you could just stop sprinting and jump while running.
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Robert Devlin
 
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Post » Sun Jun 17, 2012 12:54 pm

I know a lot of people have been wanting this... I still feel like there should be some simple solution.
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sw1ss
 
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Post » Mon Jun 18, 2012 12:36 am

I was able to make it so your character could sprint -> press jump but you need to depress sprint for the jump event to occur -> I am still playing with ways to gets these things to work as I wanted to redo the Perks to include these types of abilities, but alot is just WIP atm even after having the CK for the last month +....
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Ricky Meehan
 
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Post » Sun Jun 17, 2012 2:10 pm

I was able to make it so your character could sprint -> press jump but you need to depress sprint for the jump event to occur -> I am still playing with ways to gets these things to work as I wanted to redo the Perks to include these types of abilities, but alot is just WIP atm even after having the CK for the last month +....

How is this different from the normal game, and if it is, mind saying how you accomplished it?
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Vicky Keeler
 
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Post » Sun Jun 17, 2012 5:37 pm

The normal game if you press jump while sprinting the game ignores you input completely my way you can jump you just need to stop sprinting then the jump will occur -> basically the game no longer ignores the input it just delays the event.
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Nienna garcia
 
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Post » Sun Jun 17, 2012 8:28 pm

The normal game if you press jump while sprinting the game ignores you input completely my way you can jump you just need to stop sprinting then the jump will occur -> basically the game no longer ignores the input it just delays the event.

Interesting... mind saying any more on that? I just have idea how to approach this right now. Are there certain scripts that you have to edit?
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Ashley Campos
 
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Post » Mon Jun 18, 2012 12:27 am

Its Behavior -> not scripting -> although to get this to work better I will most likely need to create some scripted events linked into the Action Mapping for Behavior... I have not had the time needed to get that far into this mod -> I also am working on 2 new provinces 50+ Custom Creatures multiple new Character Actors with their own personalized animations -> to be honest this is one of the mods I started working on when I first got the CK over a month ago but after spending a couple days on it I had to move onto other things or stagnate at this one point -> over the weeks since I stopped active work on the mod I keep going back every time I get a new idea on how to approach the problems still present but many will require more time and experience with Papyrus and Behavior to Action Mapping.
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Racheal Robertson
 
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Post » Mon Jun 18, 2012 1:26 am

Its Behavior -> not scripting -> although to get this to work better I will most likely need to create some scripted events linked into the Action Mapping for Behavior... I have not had the time needed to get that far into this mod -> I also am working on 2 new provinces 50+ Custom Creatures multiple new Character Actors with their own personalized animations -> to be honest this is one of the mods I started working on when I first got the CK over a month ago but after spending a couple days on it I had to move onto other things or stagnate at this one point -> over the weeks since I stopped active work on the mod I keep going back every time I get a new idea on how to approach the problems still present but many will require more time and experience with Papyrus and Behavior to Action Mapping.

Ok, thanks. The information is much appreciated. :D
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R.I.p MOmmy
 
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Post » Sun Jun 17, 2012 1:21 pm

Ok, so I've been poking around the Creation Kit for a few hours now. This is pretty overwhelming. Going to bed, if anyone wants to expand on behavior graphs and action mapping, be my guest! :D Haha. Thanks for the help, though, everyone.
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Marquis deVille
 
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Post » Mon Jun 18, 2012 2:08 am

http://www.youtube.com/watch?v=Cisn0z5KxqM&feature=youtu.be is a Video of what I have working ATM -> it does not show the 3rd person problems but it has a short explanation of what they are at the end of the video.
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Charlotte Lloyd-Jones
 
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Post » Sun Jun 17, 2012 10:04 pm

On the subject of Water Combat- the CK has a flag in the race sheets that, by default, blocks this ability. I turned it off for Argonians, figuring that doing so would permit underwater combat, but if what you're saying is correct then that's not the case due to lack of proper animations. If so, then getting WC to work is going to svck.
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Shaylee Shaw
 
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Post » Sun Jun 17, 2012 8:52 pm

On the subject of Water Combat- the CK has a flag in the race sheets that, by default, blocks this ability. I turned it off for Argonians, figuring that doing so would permit underwater combat, but if what you're saying is correct then that's not the case due to lack of proper animations. If so, then getting WC to work is going to svck.

That flag does not seem to do anything in that mod I just linked a video to that flag is still set to disable underwater combat for the character actors yet it still worked..... it seems its nothing but a left over from previous Kits.
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Auguste Bartholdi
 
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Post » Sun Jun 17, 2012 4:04 pm

That flag does not seem to do anything in that mod I just linked a video to that flag is still set to disable underwater combat for the character actors yet it still worked..... it seems its nothing but a left over from previous Kits.
Blah. I'll have to fire up one of my already extant Argonians and go Slaughterfish hunting as a test, fortunately there are always a few near Ilinalta's Deep.
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michael danso
 
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Post » Sun Jun 17, 2012 7:29 pm

Bumping this for the new day.
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Nick Jase Mason
 
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Post » Sun Jun 17, 2012 12:55 pm

And again,

if anyone wants to expand on behavior graphs and action mapping, be my guest! :biggrin: Haha. Thanks for the help, though, everyone.

Just in case anyone feels like helping me. I've been searching around the CK wiki for a while now and and can't find anything relating to this.
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Ebou Suso
 
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Post » Sun Jun 17, 2012 5:13 pm

And again,



Just in case anyone feels like helping me. I've been searching around the CK wiki for a while now and and can't find anything relating to this.

And you wont ever -> Behavior is a Havok product and Bethesda has already said they are not going to release their Havok Behavior Tool so there is no point in documenting something you can do nothing about...

If you want to learn about Behavior you need to go to Havok's web page and read and see if you can find a DL for the antiquated HBT v.6.6.0 (as in so old it does not work for anything other then learning about Behavior).

As for explaining what I am talking about that would take far to long and as already mentioned going to Havok's Web Page would be easier.
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Star Dunkels Macmillan
 
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