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Fatom

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  1. I am new to skyrim modding, and don't have much knowledge in animations either. The past week or two i have been trying hard only to setup my computer to edit animations of skyrim for my mod. After a few days of software version mismatch problems/old tutorials pointing to failed links etc I finally got things set up and ready to go But once I open the animations, but most of them look really weird in my beginner's eyes, and I am unsure as to how to interpret them. For example I opened 2hm_attackpowerforward.kf but there's only the animations of the hands swinging and those hands aren't closed either. And some like 2hmfastforwardright.kf is straight out looks bugged with limbs flying all around the place. Can anyone explain to me how to interpret/understand these animations? Is there a certain way to understand them?
  2. Well actually I solved that problem by watching other videos. but I am now stuck at the point where 3ds Max has the "improper file format" message when I try to import the .kf files. I already have the niftools installed
  3. Have been trying to start creating custom animations, but don't know how to open .kf files in 3ds Max, keeps getting "no appropriate import module found" the tutorials out there seems to be outdated with file links that expired so I just can't know what I missed
  4. Sorry but I do not have the knowledge to understand what you mean. Like file needs to rename to what in the xp32 and aeon tutorial I am following I am stuck at the part here: 1. TYPE: hkxcmd exportkf "skeleton_female.hkx" "Animations" "Animation-KF" <---- here 2. TYPE: hkxcmd.exe convert -v:TAGXML "Meshes" "Animation-TAGXML" <---- this runs fine 5. TYPE: hkxcmd.exe convert -v:XML "Meshes" "Animation-XML" <---- this runs fine
  5. I have been trying to follow tutorials on how to create animations, and I am following the one from xp32 and aeon http://www.nexusmods.com/skyrim/mods/15238/? But I seems to already be stuck at the setup stage, which is to use hkxcmd exe to export skeleton_female.hkx,I only get the message (No Animations found. Skipping 'Animations\*.hkx') If anyone knows what causes the issue please inform me
  6. Thank you for your reply and encouragement. Currently I am still going through school work, so I will not be start actively working on my project until the end of month. Right now I am unsure as to which part to start first. But if you don't mind I would like some advice on where to start, things that I must learn in order to mod those areas of combat that I want. Maybe some tutorial videos or text that I can read to get a better understanding on what I need to do.
  7. This is my first time posting a question, if I post this in the wrong area or something I apologize. First of all it is better for you to understand that I have little to no experience in Skyrim modding, or any other game's modding in general. I did occasionally use creation kit to make a few high damage swords or op spells for fun, but that's about all I ever did really. So you can pretty much treat me as a complete beginner. Or I should say please do treat me as beginner (? Summer holiday's arriving soon and I got interested to try to create a follower mod, and there are some ideas I would like to ask and see if they are possible or not. I do know there are tutorial videos by bethesda and other modders about the general modding details, but I what I want to know is a bit more complicated, mainly about changes that can be made on skyrim's combat Details that I want to know are: 1.)Is it possible to allow normal attacks to have more animation then just the 1-2 pattern? Vanilla skyrim's left-click normal attack is a 1-2 left-right swing combo with only two attack animations to repeat. Is it possible to make it a longer combo or continue the 1-2 combo but with several combat animations to mix and match at random? I know there are lots of combat animation mods available but I have not seen any that makes the combo longer with more than 2 kinds of animation. 2.)Is it possible for the above said changes to combat be applied to a NPC? As said above my aim is to make a follower, so the unique animations goes to the follower. 3.)Is it possible to change combat AI for one specific NPC? In this situation is the follower. I hope that anyone that replies would be kind enough to give me a detailed answer. If they are not possible, please tell me the details on what makes it impossible. On the other hand if it is possible, please tell me where to find instructions/help to achieve them. If there are already mods out there that achieves the above said changes please direct me to that mod, and maybe tell me a bit about how it is achieved if possible. This way if they are all impossible to begin with, I can know it now and don't have to spend days of time learning to edit behavior files/creating new attack animations. If you have read through this long post I sincerely thank you for your time.
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