Thanks for the help everyone. I've tried some things ...
That sure is strange.
The reason why I recommended to check this console output was, that you actually can see what is happening. But you have to compare with the idle animation definition in the CS. The engine compares all conditions sequentially from the top of the idle animation definition, and what you see there is simply the results of all the conditions. And this comes especially handy when there are more complicated, nested idle conditions. Because then it's realy easy to overlook some conditions. If you have problems comparing in-game console data with CS definitions, try using the OBSE plugin ConScribe, which saves console output into a file.
Maybe your condition is nested within another idle condition, and this one doesn't fire? A very frequent cause.
But if you then see that the check goes past your itemcount condition with 0, then you might be right, and domething is unreliable in spell script. And then you might want to re-use your effectupdate script. But I wouldn't try and error, until I have anolyzed the console output.
EDIT: if you see the player animation being stalled for a while maybe it's because pickidle actually finds another idle to be picked based on the current conditions. Remember, idle animations forced on the player are not so common, most of them are defined with NPCs in mind.
I got Con Scribe and used it. After the spell failed, I typed in the console "pickidle" on the Player. It also failed, and below is what was printed to a log. It starts with a GetItemCount condition that
could be my animation token. But those top two are the only Item Count checks and both are zero. And I verified in game that the item was in fact removed. Another weird thing is that while consoling "pickidle" won't bring the Player back to nornal, "PlayGroup Idle 1" ALWAYS works, but only in the console, not in the script :brokencomputer:
I can also tell you that my custom Idle Animation is the first "child" under Characters\_Male\IdleAnims in the Idle Animation tree, not nested under anything else.
Spoiler
pickidle
GetItemCount >> 0.00
GetItemCount >> 0.00
MenuMode 1036 >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
MenuMode 1009 >> 0.00
GetIsCurrentPackage >> 0.00
GetIsUsedItem >> 0.00
MenuMode 1036 >> 0.00
GetIsID >> 1.00
GetGlobalValue >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
Is Waiting >> 0.00
Is Facing Up >> 0.00
Is Facing Up >> 0.00
Get Knocked State >> 0.00
GetSleeping >> 0.00
GetSitting >> 0.00
GetRandomPercent >> 54.00
GetStage >> 0.00
GetStage >> 0.00
is not in combat
GetIsID >> 0.00
GetIsID >> 0.00
GetStage >> 0.00
GetStage >> 0.00
GetStage >> 0.00
GetStage >> 0.00
GetStage >> 0.00
GetStage >> 0.00
GetStage >> 0.00
GetStage >> 0.00
MenuMode 0 >> 1.00
GetStage >> 0.00
GetStage >> 0.00
MenuMode 0 >> 1.00
GetStage >> 0.00
GetStage >> 0.00
GetStage >> 0.00
GetStage >> 0.00
GetStage >> 0.00
MenuMode 0 >> 1.00
GetStage >> 0.00
GetStage >> 0.00
GetStage >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
GetSitting >> 0.00
Current Process >> 0.00
is not in combat
GetIsCurrentPackage >> 0.00
GetSitting >> 0.00
GetInCell >> 0.00
is not in combat
GetIsID >> 0.00
GetStage >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
GetIsUsedItem >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
Is Weapon Out >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
MenuMode 0 >> 1.00
MenuMode 0 >> 1.00
MenuMode 0 >> 1.00
GetQuestRunning >> 0.00
GetIsID >> 0.00
GetInFaction >> 0.00
GetIsID >> 0.00
GetStage >> 0.00
GetStage >> 0.00
GetIsID >> 0.00
GetIsAlerted: 0.00
MenuMode 0 >> 1.00
MenuMode 0 >> 1.00
MenuMode 0 >> 1.00
MenuMode 0 >> 1.00
MenuMode 0 >> 1.00
GetRandomPercent >> 29.00
GetIsID >> 1.00
GetRandomPercent >> 99.00
GetIsID >> 1.00
GetIsCurrentPackage >> 0.00
GetIsID >> 0.00
GetIsAlerted: 0.00
GetIsUsedItemActivate >> 0.00
GetStage >> 0.00
GetIsID >> 0.00
GetIsID >> 0.00
GetStage >> 0.00
GetStage >> 0.00
GetStage >> 0.00
GetStage >> 0.00
MenuMode 0 >> 1.00
GetIsUsedItem >> 0.00
Procedure >> 0.00
Procedure >> 0.00
GetIsCurrentPackage >> 0.00
Procedure >> 0.00
Procedure >> 0.00
GetIsCurrentPackage >> 0.00
Procedure >> 0.00
Procedure >> 0.00
GetIsCurrentPackage >> 0.00
MenuMode 0 >> 1.00
MenuMode 0 >> 1.00
Procedure >> 0.00
GetIsUsedItem >> 0.00
GetRandomPercent >> 95.00
GetIsUsedItemType >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
Procedure >> 0.00
GetInFaction >> 0.00
GetIsUsedItemType >> 0.00
GetIsUsedItem >> 0.00
GetSleeping >> 0.00
GetSitting >> 0.00
Is Shield Out >> 1.00
Is Shield Out >> 1.00
Is Shield Out >> 1.00
GetIsUsedItemActivate >> 0.00
Is Shield Out >> 1.00
GetIsUsedItemLevel >> -1.00
GetIsUsedItem >> 0.00
GetIsUsedItemLevel >> -1.00
GetIsUsedItemLevel >> -1.00
GetIsUsedItemLevel >> -1.00
GetIsUsedItem >> 0.00
GetIsUsedItemLevel >> -1.00
GetIsUsedItemLevel >> -1.00
GetIsUsedItemLevel >> -1.00
GetIsUsedItemType >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItemType >> 0.00
Is Shield Out >> 1.00
Is Shield Out >> 1.00
Is Shield Out >> 1.00
GetSitting >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetIsUsedItem >> 0.00
GetSitting >> 0.00
GetSleeping >> 0.00
Is Weapon Out >> 0.00
Current Process >> 0.00
Is Weapon Out >> 0.00
Current Process >> 0.00
Procedure >> 0.00
Talking >> 0.00
Procedure >> 0.00
MenuMode 0 >> 1.00
GetIsID >> 1.00
Is Weapon Out >> 0.00
scribe pray
... after all that, the Player remains locked in the idle animation.
Hello,
You could use or create a quest script to make a variable to use as a condition rather than getItemCount. You also won't need a token.
Thanks, but I'd be happy at this point just to have a working animation script before I worry about using a quest variable condition or a get item count condition.
I once noticed that some animation mods use a "Reset" animation together with PlayGroup. Not sure why, but, it did help me at the time (long time ago, so I don't remember the details).
It almost sounds as if someone had the same problem I did and found a work-around. I looked at Actors in Charge and tried to understand its long scripts. I don't think I saw anything like that. It has a section to "reset" anims, but it just calls "pickidle" to do it.
I might be missing something, but doesn't this work:
Thanks, MatH, but playing the animation is not the problem. It's
stopping it that I can't figure out. I tried PlayIdle anyway though. Not sure how to use it. I typed in the name of my idle animation after "PlayIdle" but it fails to compile, calling it an invalid "inventory object." ???