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Found 5 results

  1. I am getting a headache trying to figure this out. There's some Ideas I have but the interface editing is not easy they either crash the game or they have those placeholder text and not the text its supposed to be. Anyone that modded the interface from their previous games have any pointers on how to do this. I have used this https://github.com/jindrapetrik/jpexs-decompiler to decompile them to "Flash CC" files and then I open them inside adobe animate. If I directly export with or without edits using any of the flash versions 11.3-11.9 none of them work in game they crash or just don't have the texts like they should. I have manually extracted the fonts from the fonts_en.swf and installed those as TTF Files to my system. I have tried adding the fonts_en.swf to the directory where I extracted the other swf too so it can find it on import into JPEXS I have tried to not have the fonts swf in the directory where the extracted vanilla swf is and then I tell it to ignore the font imports I just dont understand how to do this. I have even tried to export the SWF as a Flash CS6 project and use CS6 and that doesn't even work, I would prefer using Animate since it has a dark mode and isn't blinding when using lol
  2. Recently I began making a new mod with a few other people and something came up that I need to figure out. On the most basic level, how do you work with animations in the Creation Kit? Can anyone recommend any good tutorials for this? There are two specific examples I need it for. First, I wanted to have a really cool scene in which some creature was summoned from the abyss by a Dark Priest (Trying not to spoil things :P) and to do so, the Priest makes a bunch of complicated gestures with his arms and hands. It doesn't need to be crazy specific or accurate, I just need to figure out a way to make my own custom animation for an already existing Actor Type. Second, I had wanted to make a new race with a new model for the sake of this mod. I already have a model created as well as a texture, but I don't know how to add any animations to it whatsoever. A creature that can't move isn't going to be much use. Thanks for looking this over, and please respond if you have any tips or help. 4Gargoyle4
  3. Hi guys, I'm looking for a mod that with keep my character exactly as she is for the Vampire Lord transformation with the exception of the wings. I play a custom race (Lunari) and there are enough bugs with Dawnguard without adding to them while in Vamplord form. I already have to change to Vamplord outside of the castle otherwise the vampires inside do not recognise me as a vampire and if I transform inside they attack me >.< I find the Vamplord animations to be quite poor and ungainly, especailly when on the ground. I would love to be able to access my spells and menus while in this form too. So basically, if my char could just grow the wings and be able to float while keeping all my usual animations and characteristics that would be great. Let me know what you think <3
  4. Hi, I am using the DweBREntrance01. I duplicated it and re-wrote the script that would allow it to go both ways, open the staircase when the switch is clicked and close it when pushed again. This is my script: import game import debug import utility bool property isOpen = false auto Conditional {set to true to start open} bool property isClose = true auto Conditional {set to true to start closed} bool property isAnimating = false auto Hidden {is the activator currently animating from one state to another?} string property openAnim = "Down" auto Hidden {animation to play when opening} string property closeAnim = "Up" auto Hidden {animation to play when closing} string property openEvent = "TransDown" auto Hidden {open event name - waits for this event before considering itself "open"} string property closeEvent = "TransUp" auto Hidden {close event name - waits for this event before considering itself "closed"} int myState = 1 ; true when static or animating ; 0 == open or opening ; 1 == closed or closing EVENT OnLoad() if (isOpen) myState = 0 endif if (isClose) myState = 1 endif endEVENT auto STATE waiting ; waiting to be activated EVENT onActivate (objectReference triggerRef) ; switch open state when activated if (isClose) SetOpen(!isOpen) endIf if (isOpen) SetClose(!isClose) endIf endEVENT endState STATE busy ; This is the state when I'm busy animating EVENT onActivate (objectReference triggerRef) trace (self + " Busy") endEVENT endSTATE function SetOpen(bool abOpen = true) ; if busy, wait to finish while getState() == "busy" wait(1) endWhile ; open isAnimating = true if !isOpen gotoState ("busy") trace(self + " Opening") playAnimationandWait(openAnim, openEvent) ; Animate Open endif trace(self + " Opened") isOpen = true gotoState("waiting") isAnimating = false endFunction function SetClose(bool abClose = true) ; if busy, wait to finish while getState() == "busy" wait(1) endWhile ; close isAnimating = true if !isClose gotoState ("busy") trace(self + " Closing") playAnimationandWait(closeAnim, closeEvent) ; Animate Close endif trace(self + " Closed") isClose = true gotoState("waiting") isAnimating = false endFunction The stairs open but when I push the switch again they don't close. Just a little background on what I'm doing with the stairs. I have this switch that opens and closes the stairs then I have 4 other switches that when pushed change what activates and what de-activates. So one switch changes the room to an alchemy lab, another to a smithing forge, a third one to an enchanting room and a final one to a weaponry room. However I want that the room only changes when the stairs are closed. So its sort of like a changing room, everytime the door closes another room is behind the door. Except the changes are controlled by leavers. I would appreciate it if someone can help point me in the right direction on where I'm going wrong, any help would be greatly appreciated. Sorry for the wall of text.
  5. As the title says, I would like some help from any animators willing to help me out, I'm working on the newest update to a mod which contains many new perks, and would like to have custom artwork for them, whether animated, or just still frames. As also stated I'm in need of someone familiar with HUDFramework to help me create something for my mod's skills system, which would allow me to show an experience meter for any number of skills, whenever the player gains xp with that skill. If you are interested, please send me a DM or reply below! Also, if you need more information on the mod, it's called You Are SPECIAL, click the link to find out more, and have a great day!
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