Talk:PlaySubGraphAnimation- Actor

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Usage[edit source]

Some occurrences in the vanilla scripts include:

  • DLC1SabreCatFXGlowScript: Scrapped animation events to the ArmorAddon, to change the glow effects on Sabre Cats in the Forgotten Vale.
  • DLC2FXInsturmentsSummonSCRIPT [sic]: Script is attached to a Magic Effect that uses a specific Visual Effect, which in turn uses a specific Art Object. Script sends animation event stopeffect, apparently intended to be received by the Art Object.
  • ElderScrollScript: This script forces the actor to equip ElderScrollHandAttachArmor. There are commented-out calls to this function, meant to send animation event stage2 to the behavior graph on the ArmorAddon.
  • FXAtronachStormSCRIPT: This script calls this function to send animation event AutoOneOff to the caster on effect start, and StopEffect to the caster on death. These appear to be intended for the FXAtronachStormAA ArmorAddon.
  • FXDragonBloodDamageScript: Sends various animation events of the form HeadBleed00, HeadBleed01, etc.. These seem intended for various ArmorAddons used for various dragon types' blood FX.
  • SprigganFXSCRIPT: Sends various animation evnets (e.g. LeavesScared) to the SprigganShieldAA on a Spriggan.

It seems that attaching an Armor Addon or an Art Object to an actor causes the attached mesh's behavior graph, if any, to be considered a "sub-graph" for the actor. ARMAs and ARTOs can have a behavior graph if their NIFs have BGED NiExtraData indicating the path to a Havok file.

DavidJCobb (talk) 14:47, 26 July 2026 (EDT)