[REQ]repaired Automat01 close animation

Post » Sat Oct 09, 2010 11:56 am

I would like to use the wall mounted vending machine as some sort of display in my personal house mod, but sadly the closing animation seems broken. Therefore the automatscript01 destroys the activator after using the machine for the first time. So my question is whether its possible to repair the animation with nifskope and alter the script to open and close the eat'o'tronic. Maybe such mod exist already on the nexus but i didn't stumbled upon it.
I even tried tried to fix the animation myself but my limited knowledge with nifskope shrinked my sucessrate to a mere zero percent. So anyone of you around here could give me a hand with instructions to fix/a repaired mesh or similar ? thanks in advance! :)
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Rebecca Clare Smith
 
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Post » Sat Oct 09, 2010 9:11 am

I would like to use the wall mounted vending machine as some sort of display in my personal house mod, but sadly the closing animation seems broken. Therefore the automatscript01 destroys the activator after using the machine for the first time. So my question is whether its possible to repair the animation with nifskope and alter the script to open and close the eat'o'tronic. Maybe such mod exist already on the nexus but i didn't stumbled upon it.
I even tried tried to fix the animation myself but my limited knowledge with nifskope shrinked my sucessrate to a mere zero percent. So anyone of you around here could give me a hand with instructions to fix/a repaired mesh or similar ? thanks in advance! :)


Ah ha :) I asked this once cause I wanted the same exact thing. WillieSea came to my aid and provided a script that will re-close it. All you need to do is change the "set timer to 5" number to a higher number to stay open longer. I take no credit for this script, you will have to give WillieSea full credit.

scn NameAutomat01Scriptshort openedfloat timerbegin OnActivate    if opened == 0        set opened to 1        set timer to 5        SetOpenState 1    endifendbegin GameMode    if opened == 1        if timer >= 0            set timer to timer - GetSecondsPassed        else            set opened to 0            SetOpenState 0            Reset3DState        endif    endifend

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Mr. Allen
 
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Post » Sat Oct 09, 2010 12:10 pm

Yea it has a closing animation (just the reverse of the opening one) just the script on it doesnt let it close. You simply have to alter it as shown above to let it play that animation too.
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Lory Da Costa
 
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Post » Sat Oct 09, 2010 3:38 am

Hey nice, didn't expect an awnser that fast! Thank you Miss Sparkle (and WillieSea of course). So, if i understand you right, all i have to do is paste the script you posted in place of the old Automatscript01 and then i'm all done? Easier than i thought.
If i ever release my house mod to the public credits will be given, but thats unlikely because its my personal modding playground and contains quite a few meshes/textures from other modders whom i have to ask for permission.
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Jeff Turner
 
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Post » Sat Oct 09, 2010 8:07 am

Hey nice, didn't expect an awnser that fast! Thank you Miss Sparkle (and WillieSea of course). So, if i understand you right, all i have to do is paste the script you posted in place of the old Automatscript01 and then i'm all done? Easier than i thought.
If i ever release my house mod to the public credits will be given, but thats unlikely because its my personal modding playground and contains quite a few meshes/textures from other modders whom i have to ask for permission.


If you change the name to match the Automat script name, it will effect all of the automats in the game :) Just change where I put "scn NameAutomat01Script", the Name part to something for your mod...like scn MudAutomat01Script as an example, and make sure you put it on the automat in your home (new instance of it of course) if you don't want to change all of them.
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GEo LIme
 
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Post » Sat Oct 09, 2010 8:20 am

Ok, now i've got the vendingmachine built in. I extracted the model with Fo3 Archive and created a new activator that uses the Script from WillieSea. So far so good, its working now at least partly. The machine opens normally with sound "rolling up like a shutter" then the timer kicks in. About a frame later the machine is closed again but unfortunately without the animation, which is still broken. So it seems the only way to get the closing animation reasonably working is to either create a new animation OR fix the broken .kf OR take the open animation, reverse it and put it in as a closing animation.
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Matt Gammond
 
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