fore Posted June 20, 2014 Share Posted June 20, 2014 Good luck! as Fore mentioned, this might not work 100% for all creatures, as some of the creatures seem to have their SFX in the animation data instead of the behavior graphs. If you run into any trouble, please feel free to PM me or to post here, and I will look into it and see if I can help :D I'd like to learn too! It's exactly the same result if the sound is part of the animation file, or raised in the behaviors. Even the same syntax ("Soundplay.XXX"). I prefer animation files, because there it is much easier to change. Link to comment Share on other sites More sharing options...
trachypithecus Posted July 13, 2014 Author Share Posted July 13, 2014 Updated with more info. Thanks again to Fore for a lot of help! Link to comment Share on other sites More sharing options...
skinnytecboy Posted October 22, 2014 Share Posted October 22, 2014 Thank you so much for this. Strangely I have posted the same question several times this year, but to no avail until someone pointed me to this post. In my case, I wanted to just alter SFX for Dwarven Centurion animations without affecting the rest of the game. I will try out your tutorial and let you know how I get on. Kudos :blush: Link to comment Share on other sites More sharing options...
lmstearn Posted January 10, 2016 Share Posted January 10, 2016 Thanks for posting the guide up. Any success stories with it yet? Link to comment Share on other sites More sharing options...
skinnytecboy Posted January 10, 2016 Share Posted January 10, 2016 Thanks for posting the guide up. Any success stories with it yet?No. In the end I ran away screaming ;) Link to comment Share on other sites More sharing options...
morrowind1979 Posted February 16, 2017 Share Posted February 16, 2017 (edited) I edited all the filepaths and sounds successfully and renamed the files: werewolf.hkx to MWindDemon.hkx, werewolfbehavior.hkx to MWindDemonbehavior.hkx and werewolfbeastproject.hkx to MWindDemonproject.hkx. I then set MWindDemonproject.hkx as the behavior graph in the body tab of the race menu for my custom actor and saved the plugin. Only the breathing animation works, when I move is like a breathing statue moving and I cant attack or do anything else really annoying. I also found that if I try to use the unedited werewolfbeastproject.hkx extracted from skyrim animations.bsa that same statue bug happens. It seems that if you change the behavior graph in the race menu to anything other than the default it breaks the animations for the actor. Really annoying. Also I find when I load the plugin now in the CK I get this error even when using the unedited werewolfbeastproject.hkx: animation could not find root behavior for this project Edited February 16, 2017 by morrowind1979 Link to comment Share on other sites More sharing options...
fore Posted February 16, 2017 Share Posted February 16, 2017 Unfortunately behavior files are not enough for your purpose. Skyrim has 3 additional files in "meshes":- animationdatasinglefile.txt- animationsetdatasinglefile.txt- speeddatasinglefile.txt I know a little bit about the first 2, because FNIS needs to modify them in order to make certain type of animations work. They contain behavior data, but in a way which allows the engine to directly access it. Without having this data present for custom objects and animations, the engine is not able fullfill certain things. And since there are lines like - WerewolfBeastProjectData\WerewolfBeastProject.txt- WerewolfBeastProject.txt- WerewolfBeastProjectData\WerewolfBeastProject.spdyou can assume those files also need some data for your MWindDemon. But be aware. Large parts of those files are heavily encrypted. I have described in the FNIS modders' doc how the encryption of the first 2 files work. The 3rd I have not been able to decipher. But fortunately FNIS didn't need that as well. The people who seem to know most about these files seem to be the Skywind developers. But they don't seem to discuss their knowledge in public. But they help other users who are trying the same. See centaur-in-the-works-fully-functional-update-07022017 Link to comment Share on other sites More sharing options...
morrowind1979 Posted February 16, 2017 Share Posted February 16, 2017 Thanks. I also have your FNIS mod and I tried generate FNIS for modders but it asked me for some kind of FNIS file I dont seem to have on my system. I will definitely look into those txt files. Do you have any idea which file path they are located? They don't seem to have been extracted along with the hkx files from animations.bsa using skyrim BSA Extractor Link to comment Share on other sites More sharing options...
morrowind1979 Posted February 16, 2017 Share Posted February 16, 2017 (edited) Well i managed to duplicate and rename all the relevant parts of animationdatasinglefile.txt, animationsetdatasinglefile.txt and WerewolfBeastProject.txt but its made no difference unfortunately. WerewolfBeastProject.spd or any file with the extension .spd do not exist or cannot be extracted by conventional means as a search of *.spd returned zero results on my whole hard drive after complete extraction of all skyrim BSA's So it must be related to those files somehow WARNING: Just found out manually placing animationdatasinglefile.txt and animationsetdatasinglefile.txt in the meshes folders breaks all the animations for Dawnguard, Hearthfires and Dragonborn they start to work properly again when these txt files are removed from the meshes folders again Edited February 16, 2017 by morrowind1979 Link to comment Share on other sites More sharing options...
fore Posted February 17, 2017 Share Posted February 17, 2017 Well, if you have the problems you describe then you simply did NOT "manage to duplicate and rename ALL the RELEVANT parts". How do you know what you do is supposed to work? Remember, this is internal data you try to hack, without any knowledge what the engine expects. And I'm sure you did not do a fraction of what is required. Did you read the FNIS Modders' doc? I suppose not. It tells you that all the files and their path names have to be crc encrypted. This part alone will take days or weeks rather than 70 minutes you have spent after my previous post. Hacking takes patience. And a lot of time. A LOT ... :) Link to comment Share on other sites More sharing options...
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