machf wrote:
AFAIK, that ActionType was never implemented, so there's no way to re-implement it... the ones that were implemented and were later disabled (by commenting them out in the source code) have been (optionally)re-enabled in CE.
I just tested bool tailwagtest = true, and with CE of course that's going to work (somewhat). But aside that there wasn't much tail movement, at least, not that I had already recognized besides that.
But here's where things get interesting. The source code always refereed to ActLashTail and ActLiftTail as dismembered parts of an old Trespasser. Even with CE. Well, I put them on, with my own set of floating emotions to maybe bring them out (I have no clue what I'm doing), but I did notice that the tail movement in the Brown Long Claw Raptor moved even more than I noticed with the previous. I think there's more to this or this game has deranged me for the past few years into trying to find what wasn't there. But the tails, albeit very brokenly and retail Trespasser-esque, were moving. At least until they got stuck. I'll say the movement was slight and it could entirely be my imagination but, were more emotional activities activated we weren't aware were activated with CE's patch? I'm sure they look absolutely broken in game, but maybe a lot of what we thought was deactivated wasn't.
This could all just be old hat but I noticed in the T-Script page there was no reference to an ActLashTail or an ActLiftTail. Like I said, probably seeing things but I swore that the tails on these things occasionally lifted and when attacking, "wagged" in greater arcs than just bool Acttailwagtest = true.
For those who want to try it out, here's the T-Script settings I've used
Quote:
bool ActLashTail = true
float ActLashTailFear = 0.000000
float ActLashTailLove = 0.000000
float ActLashTailAnger = 2.500000
float ActLashTailCuriosity = 5.000000
float ActLashTailHunger = 0.500000
float ActLashTailThirst = 0.000000
float ActLashTailFatigue = 0.000000
float ActLashTailPain = 0.000000
float ActLashTailSolidity = 0.000000
Quote:
bool ActLiftTail = true
float ActLiftTailFear = 0.000000
float ActLiftTailTailLove = 1.250000
float ActLiftTailAnger = 0.000000
float ActLiftTailCuriosity = 7.500000
float ActLiftTailHunger = 2.500000
float ActLiftTailThirst = 0.625000
float ActLiftTailFatigue = 0.000000
float ActLiftTailPain = 0.000000
float ActLiftTailSolidity = 0.000000
Like I said, probably placebo, since I'm interested in activating old parts of the game in the source, and CE might have done that? I'm not sure. All I'm sure is I need some sleep and I'm probably assuming a lot.