This is nice. Being able to disable Skyclimb while in crafting menus would be cool too. Too many times I have softlocked my controls when renaming enchanted weapons..
I cant even enjoy the mod i installed which shows what item you are enchanting. Because there's always that skyclimb marker there waiting for me to press A.
Agreed, cant remember exactly which player home, but using the blacksmith area to craft weapons has the same issue when trying to search for items in the search bar. Closes craft menu, jumps over the anvil, and controls lock up :/
A version of SkyClimb thats inactive inside of crafting windows would be perfect.
When I talk to an inn keeper for example who stand behind a desk, then my character quite often jumps across the table with sky climb enabled. Maybe this is mainly a controller/gamepad issue.
Hmmm, I need to add some modification to Skyrim Souls, maybe I'll have a dev environment set up once that is done that allows to quickly tweak SkyClimb as well.
You don't need to do all that I think, you could just add conditions to prevent the animation from triggering using OAR, since EVG is using animation revolution, that wouldn't have any issue even if the script is firing, add IsMenuOpen, Istalking, and IsWeaponDrawn, I forgot which animations though, I'll have to look it up
Thanks, fricticekrag, but does IsInDialogueWithPlayer not actually test if an npc is in dialogue with the player (not the other way around)? Or is the name just misleading. I can't find the documentation for it.
I went ahead and added both checks, but I couldn't test it. I can't get skyclimb to activate in dialogue or crafting menus with or without my mod. Obviously it's a finicky, intermittent kind of issue.
Is the issue that starting dialogue triggers the climb animation, because you're using the activate key for skyclimb, so when you activate an npc to talk to them, you end up climb over something like the wall their standing in front of. I think skyclimb's already disabled during dialogue.
What's really needed I think is a check to see if the player has something selected, if they're using the activate button.
I added a small 0.2 second delay, which seams to give the dialog menu just enough time to open before the script checks whether it's open or not. I hate race conditions, but this at least seams to "work on my machine". I thought it would break if the game lagged out real bad, but spawning 2000 cheese wheels to get the fps down didn't seem to do it, so I guess it's robust (On my machine)
Someone please let me know if it's fixed it for you too. I am using the Dialog Movement Enabler mod, which might effect it. IDK.
Also, you know, with this mod enabled, you can just unsheath your weapon to activate things without fear of activating skyclimb, and re-sheath when you're done. That should always work.
You mean to allow climbing while still holding your sword in your hand (without sheathing manually, or automatically)? As far as I can tell, no. Or rather it's way outside my ability. Sorry.
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tho i always hoped somebody would make a mod that made the climbing animation not sheathe weapons
I cant even enjoy the mod i installed which shows what item you are enchanting. Because there's always that skyclimb marker there waiting for me to press A.
A version of SkyClimb thats inactive inside of crafting windows would be perfect.
Maybe this is mainly a controller/gamepad issue.
if game.getPlayer().IsInDialogueWithPlayer() == 1
return
endif
and for disabled controls like tavern games just in case
if game.getplayer().GetPlayerControls() == 0
return
endif
GetPlayerControls seems like a no-brainer though.
What's really needed I think is a check to see if the player has something selected, if they're using the activate button.
Someone please let me know if it's fixed it for you too. I am using the Dialog Movement Enabler mod, which might effect it. IDK.