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NickaNak

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  1. The "AnimationType" Int I mentioned is within a weapon's DNAM data, it allows you to pick Sword anims, Staff anims, Crossbow anims etc. It appears both the "iRightHandType" and "iLeftHandType" get their value from this "AnimationType" int I can manually set iRightHandType and iLeftHandType to whatever number I want in the Behaviour files and the game will play the correct animation based off of this new value, which is kinda alright I love FNIS and I love how you made it possible for animators to work within Skyrim, I was trying to avoid using FNIS because I wanted to explore behaviour files, with behaviour files it seems possible to implant crouch sliding, a form of shield surfing, some kinda of dodging, attacking while jumping, aimed melee\magic combat At the end of all this I'll probably use FNIS, as like you said it's more flexible, provides more options and is a lot easier to work with Thanks again for looking and replying to this, I appreciate your time :D
  2. That's exactly what I've done :) I added the extra branches to the relevant state machines along with all the needed events and blends with custom placeholder animations Like you said it's hard-coded, in game it just recognises any weapon above 12 as 0 :/ Thanks again for looking at this
  3. Hey, so I've been messing around with behaviour files and trying to get new weapon types in game, I've got some of the behaviour files stuff done and sorted I'm having issues with Skyrim applying the unassigned weapon type in game, I'm figuring Bethesda put a cap on the value In Xedit, I got the AnimationType set to 13, 12 being crossbows, Xedit saves this and reloads this value but ingame the value is seen as 0(unarmed), I'm wondering if anyone knows if the AnimationType int is editable anywhere in the files, or if there's a way to remove the the cap from it, I've had a look around and haven't found much which leads me to believe I'm out of luck with this as this may be hard coded, so a different approach seems like the way to go :/
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