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Joined: Dec 2017
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stranger
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stranger
S
Joined: Dec 2017
I've read a few of the threads on setting an animation via a status script or story by utilizing:

CharacterSetAnimationSetOverride

I managed to write a basic script to do this with some of the standard animations listed, however I was unable to use other such animations that I found in the resource manager. More specifically I am trying to loop a 'floating' type animation for a Levitate type skill.

I found Skill_Prepare_Flight_01_Loop in the resource manager and I tried plugging every combination of that animation into CharacterSetAnimationSetOverride to no avail. Is there something I'm missing or can we not use some of the custom animations?

Joined: Nov 2017
Location: Ukraine
apprentice
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apprentice
Joined: Nov 2017
Location: Ukraine
Bumping.

Would love to use some npc animations for a player character, but seems like they are not present at ABC_Default AnimationSets

So the question is: how the whole thing works?

Is it a way to reffer to a Sub Set?
Or is it supposed to replase the whole set itself? (**_ABC_Default to **_ABC_YourName)
Tried both, but with no result.

Every time get an error msg.

One of the examples:
Tried to Replace "Dwarves_Hero_Male_Base" with a "Dwarves_Hero_Male_aMONK" (previously created and attached to a package in Assets->Characters->Dwarfs)

Used the Story script (following the logic from Osiris search):
****
THEN
CharacterSetAnimationSetOverride(_Player,"aMONK");

Error message:
"Character S_Player_Beast with visual resource Dwarves_Hero_Male_Base does not have an animation set override called aMONK, ask an animator to add this!"

I tried alot of other ways to use it, but none worked so far smile

Any info would be much appreciated!


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