Author Topic: Weasle's Romantic Animations  (Read 1876 times)

Legacy_Failed.Bard

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Weasle's Romantic Animations
« Reply #30 on: September 23, 2011, 11:57:55 pm »


                 Another small demo here that shows the solo dance as I usually use it.


  I've since changed the menu you can see in it at the start to say "What emote do you want to use?".  I'd been planning to have the player select whether they took the "male" or "female" role in the romantic emotes script as well, but decided instead to have it assign that based on character sizes.
  That keeps the positionings closest to what NWM had made them for.

  As for the rest of it, all the cross gender use changes are done for both the RAS and IAS.
  The positioning scripts are done for both, and mostly tested, in that they definately work for the player, but I can't test the two PC aspects of it on my own.  I just need to get them into erfs still before I upload them.
               
               

               
            

Legacy_Jenna WSI

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« Reply #31 on: September 24, 2011, 12:56:40 am »


               Did you just make a rave on NW?
               
               

               
            

Legacy_Failed.Bard

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« Reply #32 on: September 24, 2011, 12:59:45 am »


               

Jenna WSI wrote...

Did you just make a rave on NW?


Nope, as far as I can tell the solo dance was always intended to be used with weapons.  It just happens that done quickly, with glowing weapons in a dark area, happens to have that ravelike look to it.
  That's the standard dance included in the RAS at custom 19, just played at 3.0 speed instead of 1.0.
               
               

               
            

Legacy_Failed.Bard

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« Reply #33 on: September 24, 2011, 01:18:00 am »


               Positioning wand links:

Romantic Animimation Suite.

Intimate Animation Suite.


Animations haks (Entirely NinjaWeaselMan's work.  I just changed 1 letter in each new cross use pheno set.)
These are compressed with 7-Zip.

Romantic Animation Suite (Cross gender only, Pheno 1 by default)

Intimate Animation Suite  (Both, phenos 9 and 10 by default).


These are all just linked from my google docs folder, hopefully there aren't any issues with downloading them.
               
               

               


                     Modifié par Failed.Bard, 10 novembre 2011 - 02:08 .
                     
                  


            

Legacy_3RavensMore

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« Reply #34 on: September 24, 2011, 03:50:41 am »


               Very nice!  Question - is it possible to make this work with PC/NPC or NPC/NPC as well?  I know, I don't ask for much.  '<img'>

The rave you uploading was something I'd not thought of with the dance - it looks fantastic.
               
               

               
            

Legacy_3RavensMore

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« Reply #35 on: September 24, 2011, 03:52:59 am »


               Duplicate post - Removed.
               
               

               


                     Modifié par 3RavensMore, 24 septembre 2011 - 02:53 .
                     
                  


            

Legacy_Failed.Bard

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« Reply #36 on: September 24, 2011, 04:03:51 am »


               

3RavensMore wrote...

Very nice! Question - is it possible to make this work with PC/NPC or NPC/NPC as well? I know, I don't ask for much. '<img'>

The rave you uploading was something I'd not thought of with the dance - it looks fantastic.


  With the default wand, no.  Because of the way the consent convo works that will only work with two PCs.

  The positioning scripts themselves are another matter entirely.  As long as you're calling them from a seperate source you can feed any combination of PC/NPC into it that you want.

  This is the OnActivateItem script I used for testing to allow a PC to waltz with the NPC:

#include "x2_inc_switches"
#include "social_inc"
void main()
{
 if (GetUserDefinedItemEventNumber() != X2_ITEM_EVENT_ACTIVATE) return;
 object oPC1 = GetItemActivator();
 object oPC2 = GetItemActivatedTarget();
 SetLocalInt         (oPC1, "SOCIAL_EMOTE", 4);
 SetLocalObject  (oPC2, "SOCIAL_SUITOR", oPC1);
 ExecuteScript ("social_cons_yes", oPC2);
}

  As long as the proper variables are stored onto the NPCs first, you can just have one of them run that execute script command, and they'll position themselves and start the animation automatically.

  To make an NPC "rave", you could add this to the end of their OnSpawn:

PlayAnimation (ANIMATION_LOOPING_CUSTOM19, 3.0, 9999.0);


They'll dance until interupted, at which point you'd have to assign that to them again.
               
               

               
            

Legacy_3RavensMore

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« Reply #37 on: September 26, 2011, 12:57:37 am »


               Ahh...that does the trick.  Thank you.
               
               

               
            

Legacy_Failed.Bard

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« Reply #38 on: September 27, 2011, 01:56:36 pm »


                 I'd been playing around with the animations in the Q package some more, and found a few interesting things.  Since the animations are added into the core animations, there are quite a few appearances, both in the vanilla NWN ones and the Project Q added/altered ones (including some CODI ones), that support the RAS emotes.

  I'd say here's a little demo of it, but I got bored and used a whole song this time.  The clip is here, and it should give people an idea of the range of creatures that can be used with them.
  Project Q's excellent golems will also waltz, but I couldn't find any females the right size to pair with them, so they were left out, as were the raving emerald golem's I'd considered adding in the background.
               
               

               


                     Modifié par Failed.Bard, 27 septembre 2011 - 01:01 .
                     
                  


            

Legacy_CainMaris

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« Reply #39 on: October 06, 2011, 01:32:17 am »


               Um. Well.

I'm giving the Bastard of Kosigan a bit of a rework / brush-up with some recent haks, and this one certainly finds ... plenty of application. Bit of work to build it into some of the conversations, but geez...

I'm not sure I'm old enough for this game.
               
               

               
            

Legacy_Cyrus10

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« Reply #40 on: October 10, 2011, 10:21:22 am »


                How to make the animations work in Single Player without using the wand?
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #41 on: October 10, 2011, 03:09:47 pm »


               

Cyrus10 wrote...

 How to make the animations work in Single Player without using the wand?


The ninjaweasel man did a module to show of how it works with conversations...

http://www.sixsiders...d=15&Itemid=107
               
               

               
            

Legacy_Jenna WSI

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« Reply #42 on: November 08, 2011, 03:48:32 pm »


               Hi, Jenna!
Thanks for your interest.  You have my permission to use the Romantic Animations Suite in your PW as you see fit.  I left the animations in the custody of Q as they were the last people I was working with before I faded from the NWN1 custom content scene.  You can contact any of them and tell them that you have my green light to use the RAS.  Cheers!
- Your friendly neighborhood Weasel
               
               

               
            

Legacy_virusman

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« Reply #43 on: November 09, 2011, 07:14:54 am »


               Is 20 custom animation slots enough?
               
               

               
            

Legacy_Mavrixio

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« Reply #44 on: November 09, 2011, 12:07:00 pm »


               

virusman wrote...

Is 20 custom animation slots enough?


Nope, not at all!

We use about 50, maybe 100 custom animations. For that, use different phenotypes, but those dont work with the default cloaks and robes.
So yes!, it would be very nice to have more slots.

What could be even better is if the game was smart enought to use the default phenotype model (#0) of cloaks and robes (like it does for the other armor parts), if the model needed is not availaible.

Edit: Not the default phenotype but the phenotype that the creature is using.
               
               

               


                     Modifié par Mavrixio, 09 novembre 2011 - 10:36 .