swapping 1st person skeleton

Post » Sat Feb 19, 2011 6:59 am

I'm trying to change the 1st person skeleton dynamically in game; using http://cs.elderscrolls.com/constwiki/index.php/SetStringGameSettingEX and http://cs.elderscrolls.com/constwiki/index.php/SFirstPersonSkeleton.

The setting is changing properly, but seems to have no effect. Is there some way to force the engine to reload the skeleton from the game setting, or perhaps some other way to change it?

edit:
I should probably note that if I change the setting directly in the CS, it uses my new skeleton, but this won't do for my needs, I need to be able to swap it in game.
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Melanie
 
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Post » Sat Feb 19, 2011 8:19 am

I talked with scruggs about this last year in march, at the time he made me a command that changed the player's third person skeleton, but any of his attempts in changing the first person skeleton have just resulted in causing CTDs.....so at the moment you cant do it dynamically, Im hoping he can make it eventaully. THe reason why changing the gamesetting doesnt work is because it requires the player model to be updated....the way to do this for modders is to disable for a frame then re-enable the next....but this is impossible as disabling the player causes a CTD.


My work around for it in my centaur mod is to have an near empty esp that the user has to activate whenever they want to play as a centaur...but that doesnt seem possible for you.
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Rusty Billiot
 
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Post » Sat Feb 19, 2011 2:37 am

Ah, well that's a shame. Yeah an esp won't do it for me. Well thank you for the response and the info, I'll have to do some thinking now :P.
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Dawn Porter
 
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Post » Sat Feb 19, 2011 1:49 am

May I ask what kind of mod are you trying to make?
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Donald Richards
 
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Post » Sat Feb 19, 2011 9:34 am

I'm trying to have the two handed katanas actually sheathed on the hip, without effecting any other weapons, and without having the side effects that come with using two weapons and changing them out as they're drawn and sheathed.

So far I've swapped the BackWeapon and SideWeapon bone on an alternate skeleton (3rd person). Renamed the onehand equip and unequip animations to overwrite the twohand animations. And since the skeleton bones seem to only effect the vertical position of the sheathes on the character, to get them oriented properly I've swapped all references to BackWeapon and SideWeapon in all the animations for the alternate skeleton as well (using a hex editor).

Then I change the characters skeleton via script when any of the two handed katanas are equipped, and change it back to the default when they're unequipped.
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cheryl wright
 
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Post » Sat Feb 19, 2011 4:32 am

I've gone ahead and run with it without the first person anims, and expanded it from just katanas to anything at the push of a button.
not very compatible with skeleton or animation replacers, but not much I can do about that.

TES Nexus: http://www.tesnexus.com/downloads/file.php?id=37502
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Hearts
 
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