Manipulating animations

Post » Wed Aug 26, 2009 9:39 am

So with some searching, I was able to find that Vault doors and the Vault overseers desk respond to reference.setopenstate 0/1, and lots more searching helped me deduce I need to [reference].playgroup forward 1 the fake walls from a certain vault to get them to open. Unfortunately there's no close animation for the fake walls, and I'm afraid if I used all three of these in my vault/player housing, someone would track me down and kill me in my sleep because they're so slow dramatically timed. The vault door I can live with staying open, or I may just leave it static with a crack open for the player, and I already have an idea on bypassing the Overseers desk, but I want the fake wall to be manually activated by the player and reset when he leaves, so I'd like to speed up the animation. It would also be nice to be able to play the open animation backwards.

I understand I can probably load them in nifscope and change the animations there, but I'd feel silly doing so if there was a script-only way.
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joseluis perez
 
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Post » Wed Aug 26, 2009 2:49 am

hmmm.

In fallout 3 in the overseer's office of Vault 101, I was able to open the desk door thingie, go inside, hit a switch on the wall down there, and make that desk wall thingie close behind me. If that's what you're wondering is possible?
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Keeley Stevens
 
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Post » Wed Aug 26, 2009 1:49 am

The Vault Door and Overseers Desk work like doors with setopenstate 1 or 0 to open and close them just fine, I'd just like to make it happen faster. It's the false doors from Vault 11 that are just a plain static whose .nif doesn't have a reverse animation.

I've given up on doing it with the GECK, and moved on to Nifskope now and even that's being troublesome. I can change animation speed easily with Nifskope, but even though there's supposed to be a flag you can set for "Play Backwards" but it's not an option in nifskope... I manually flipped the bit and the GECK reports "Play Backwards == true" in the scene graph (F10) but I see no change in game.

I've already spent more time on this than it'd have taken to take it all the way back to a modeling program, so I'll just do that :|
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Guy Pearce
 
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