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xp32

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Everything posted by xp32

  1. I am back or at least my interest to modding again...
    1. SeinSchatten01

      SeinSchatten01

      Hi,

      can you check your PM please.

      Thank you.

  2. I am back or at least my interest to modding again...
  3. It really needs to fix y axis at some point with the nifskope. I manage to do it in the first try. Here the sample of my fix http://static.skyrim.nexusmods.com/images/183089-1369180386.jpg
  4. Okay, I think I can fix that easily by editing the weapon nif files later.
  5. Does nornal (vanilla axes) have the same problem or not? Is this a problem that also come from my mod?
  6. you have to fix the scale manually for each frame. Hkxcmd doesnt build for customized hkx anyway. Viewing the motion it self in nifskope might not be a bad idea bot also not effective. Best thing is import it to 3ds max
  7. disable any mod that change face tint. Sk dds for face and body textures, use the one that UNPB provided. for, others you might install anything
  8. Which tutorial you are using, Noob or Pro variant. noob basically only applied to motion like idle or animation that doesn't mess up with annotation. From what I've seen, it seems like there are wrong hierarki of the bones when you're exporting to hkx. Bone hierarchy is absolute and couldn't be mess up
  9. If you were using hkxcmd.exe, the bug may come from that
  10. Just like in the title, my new project mod is about animated hair. What I have already accomplished : - Skeleton_female.nif use for Bipped object animation - Skeleton_female.hkx Bone map use for havok animation - defaultfemale.hkx/defaultmale.hkx Build for the new skeleton What Problem I have - making hair mods - hair texture for the hair mod I don't have talents for both ( maybe I have but too lazy to learn it, lol). It will save lot of my time if some ppl that already advance to that help My progress so far, see the video below : Please help so I cud focus to the animation
  11. What I don't get about a about steam workshop is that they made the mod being downloaded, installed when we run the launcher then play the game. That is ridiculously strange or similar like the user being manipulated by steam. Where is the freedom? How actually the mod works? If I start steam for starting point in modding my skyrim, there is no chance I could make a mod. My conclusion about the policy between steam and nexus, Steam : "Limit the user capability by limit their access to the knowledge about the mod. We just have to keep them as stupid as possible. That way we could fool the user so they wouldn't have any clue that they actually could have the same mod in other place or apply the mod by them self, Bwa ha ha hah ha..." :laugh: :pirate: Most people are not that stupid, or are they? >>>(7 votes) Nexus : As long as you know the rule and limit to yourself, What is your imagination? Share to million people here in nexus :thumbsup: " You can apply the mod to your preference
  12. How they bounce? it's the animation Whant more cleavage? edit the body mesh or : 1. Edit skeleton_female.nif 2. Make sure the animation remaded with Breast bone or it won's show what you want 3. Lot of work? Yes, it is
  13. who is this nine divine? I'll glad to pray to them if this kind of tools is exist for UNPB
  14. New animation means new Actor Action>New Event>NewTrigger>New Animation Trigger Generator>New Animation machine hkb generator> New Animation Blend hkb generator > New Animation file path All of them must be in sync in : - Event in CK - behaviour file - script for key control
  15. lol, making new skeleton.hkx is really "pain in the ass" I believe that I've already mentioned how to make one here http://forums.nexusmods.com/index.php?/topic/648277-animation-tutorial-for-3dsmax2012-stepbystep-with-pics/page__view__findpost__p__5322330 For how to make custom skeleton nif, use nif tool EDIT: If you upload those animation of yours for download, I'll may able try to figure how to make one both for skeleton.nif and hkx btw, nice wings animation
  16. You are absolutely wrong for this one, I did that and don't get what I want. e.g when walk or run you'll never her footstep, those step screw the annotation function of the animation. The only animation that work for that is mt_idle, believe it or not @Alphawolf did you add new bone for the wing?
  17. Why it's work as mt_jump but not as staffmagicright_walkarm ? Answer: mt_jump.hkx is defined in 0_master.hkx as an animation event which is connected directly as actor's action in CK. While staffmagicright_walkarm.hkx listed in 0_master.hkx, it isn't defined as animation event. I still believe it's defined as floating animation. Listen, the name is critical.
  18. If You ask something from other game, it's the animations! Skyrim vanilla animation is too dull [iMO] :unsure:
  19. Hey can you give me ten (or more) free slot for Acyclic animation type. Currently I have plan for somekind of combo animation but it's still plan here is my plan: The Goal 1 ========= When press F1 |->Play the Spell 1 (I hope I could add some effec, or Imagespace mod) on it) |--> Play Animation Event 1==> Animation 1 play (damage, staggered effect, Stamina drain, sound FX via annotation) When press F2 |->Play the Spell 2 |--> Play Animation Event 2==> Animation 2 play and so on.. Don't know whether I may need to add some strings or value but I don't even try it yet :psyduck: . This is still and idea. The animation is not a problem but how to implement it is the real work. I found a script dragon plugin (*.ASI) that could give free shortcut to any key on keyboard but still haven't figure how it works.. Maybe you could point me where I got wrong on the idea and the scheme how it works. Or actually you can turn down my idea simply because it's ridiculously hard to achieve or actually you think it's interesting .... :rolleyes: Goal 2 ===== More difficult and need script . This one more like a dream T_T (I'm blind about script). When Key power attack triggered for the 1st time |->Play Action of event Power attack |--> Play Animation Event vanilla power att==> vanilla Animation PW att played |-> When reach at right timing, key pwr att triggered (with Hold left click) |--> Play Animation Event custom 1 power att==> custom Animation PW att 1 played |-> When reach at right timing, key pwr att triggered (with Hold left click) |--> Play Animation Event custom 2 power att==> custom Animation PW att 2 played |- When reach at right timing, key pwr att triggered (with Hold left click) |--> Play Animation Event custom 3 power att==> custom Animation PW att 3 played |-> When reach at right timing, key pwr att triggered (with Hold left click) |--> Play Animation Event custom 4 power att==> custom Animation PW att 4 played (Finisher) or so on until finisher Best regards
  20. How to do this in my version 1. Add new Action of event = sprintingjump (Need to tweak through CK) 2. Add New Trigger = Jump Triggered by certain key e.g Space (Via scripting in CK) 3. Add New Animation Event = MT_SprintingJump (Need Tweak 0_master.hkx and defaultmale.hkx/defaultfemale.hkx) 4. Add New Animation Path = MT_SprintingJump.hkx (Need to make New Animation n tewak behaviours file) 5. Add The MT_sprintingjump.hkx to associated folder 6. Result = While Sprinting, press space and you'll jump Each Step except the last two are skillfull work, especially the 2nd where I blind about scripting
  21. I have some hypothesis for this case: -Problem : Why staffmagicright_runarm.hkx doesn't played even after we put it - Possible answer: 1. It's not listed in Default(fe)male.hkx, Why ? to no 3 2. No Action of Event>Animation Event define the trigger 3. Bethesda intentionally disable it (e.g mt_jumpforwardtest.hkx) 4. staffmagicright_runarm.hkx is a floating type animation which only take certain motion from certain skeleton node (e.g mrh_idle.hkx or mlh_idle.hkx it only motion right or left hand not the entire skeleton motion) no 3 is just an assumption What Mr Mino say is refer to no 4 and I agree with him To should rename it to the correct name (replacer type) as for 350.987000 for the run and 58.000000 it may refer to speed. The number is so similar to run and walk speed in CK
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