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character\_1stperson\skeleton.nif is corrupted!?


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Good evening everyone.
Please don't hit me if this is already answered somewhere, I googled but haven't searched on a forum cos I'm too frustrated :sad:
In short I want to try and fiddle with fps animations (was thinking of making fps spear anims for morroblivion) but I'm stuck at importing character\_1stperson\skeleton.nif into blender 2.49. I also tried just opening it in NifSkope and it throws this sad error at me (see attached screenshot):



What do? :sad:

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Verify your game files with Steam or just download and install another skeleton.

 

Using the search that is found at the top of every mod page, 66 files, with "skeleton" in the name, were returned in 4ms.

Edited by M48A5
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Verify your game files with Steam or just download and install another skeleton.

 

Using the search that is found at the top of every mod page, 66 files, with "skeleton" in the name, were returned in 4ms.

Thanks a lot for the quick response, everything works fine in game so i guess skeleton can't be really corrupted in the .bsa

I downloaded this one https://www.nexusmods.com/oblivion/mods/49080?tab=files&file_id=1000021197 but the 1st person one is still a full-body skeleton, I tried applying some game anims to it (twohandattackleft.kf) and all it does is just slightly swipes his forearm while remaining in T-pose (Regular skeletonbeast does the same).

So either skeleton is wrong, or there suppose to be something "on top" of that skeleton, some kind of base fps pose to which those annimations should be applied additively.

 

So far (to no luck) I'm just trying to bring skeleton and anim into blender and to see same animation as the one you can see in game :sad:

 

Maybe you have some further clues?

 

Edit: Actually I tried more animations, some of them seem to kind of work and look more like attacking animation, but some of them are also glitched and have bones spinning crazy in some parts of anim... It's all really bizzare. I'm following this tutorial btw http://wiki.tesnexus.com/index.php/Creating_character_animations

 

Edit 2: OK! I figured something, i tried running animation over skeleton in NifSkope using "attach .kf" function and animation actually plays nice in NifSkope, so it is NifTools/blender issue, although considering the fact that i'm using recommended blender and tools (https://www.nexusmods.com/oblivion/mods/12248) - i'm now somewhat clueless on how to actually fix that and make it work same way it works in NifSkope.

 

Edit 3: Lmao, i just red this https://wiki.nexusmods.com/index.php/Avoiding_Blender_animation_pitfalls , i wonder how can such a thriwing modding community exist for an engine with such a bad, cumbersome, hostile and unintuitive modding instruments and capabilities. I wonder what Bethesda uses themselves to actually create all those animations that are now so hillariously hard to export/import without borking something out. Jesus christ why Gothic I/II has a simple working blender addon and a simple import/export flow and Bethesda is just... Bethesda? Ah, ok, I think I'll pass on this idea then, my brain cells are much more precious.

Edited by SinnerSmile
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