I didn't, but I just put them in there. Here you go:
I think that's all of the replacements. But to use the animation for NPCs in your own module, all you'll need to do is use PlayCustomAnimation, with the name of the .gr2 file as the string.
Example: You have an animation file called p_hhf_kemo_back_1.gr2. So you use this function:
I removed the "p_hhf_" prefix from the filename because that part is used by the engine to indicate that it's to be used specifically for player-usable human female phenotypes. Those prefixes should be left out of PlayCustomAnimation calls.
Edited by Tchos, 28 August 2016 - 11:12 AM.