cacophany Posted June 3, 2010 Share Posted June 3, 2010 Every time I use the shield bash ability my camera is stuck far off to the left of me while the body stays in it's nromal position. I'm using the third person animations in first person replacement, but I've used that in the past with deadely reflex and encountered no problems. My load order is as follows: Oblivion.esmOscuro's_Oblivion_Overhaul.esmBetter Cities Resources.esmHorseCombatMaster.esmUnofficial Oblivion Patch.espOblivion Citadel Door Fix.espBetter Cities .espBook Jackets Oblivion.espSpell Delete.espLiving Economy.espLiving Economy - Items.espCutthroat Merchants.espOscuro's_Oblivion_Overhaul.espOOO-Water_Weeds.espPersuasionOverhaul_OOO.espHarvest [Flora].espPersuasionOverhaul.espRealHunger.espRealisticFatigue.espRealisticHealth.espRealisticForceMedium.espRealisticMagicForceHigh.espRealSleep.espMidasSpells.espEnhanced Grabbing.espDeadly Reflex 5 - Timed Block and 250% damage.espDeadlyReflex 5 - Combat Moves.espHead06 Replacer.esp_Ren_BeautyPack_onlyhairs.espBetter Cities - Full City Defences.espBetter Cities Full.espBetter Cities - VWD of the IC.espBetter Imperial City.espOOO-Respawn_Year.espGet Wet v0.92.esp I've used boss to organize the list and I had intended to add a few more mods once I was sure everything was stable and that the ground wasn't tiled. But I haven't even been able to get that far. Link to comment Share on other sites More sharing options...
Megatarius Posted June 4, 2010 Share Posted June 4, 2010 I don't know why you didn't encounter problems before, because DR is notoriously incompatible with 3rd Person Animations in 1st Person View. Reinstall the files that come with 3rd Person Animations. It will replace the now bugged forever skeleton. The Shield Bash breaks the skeleton. I use both mods at once, but I don't fight in first person, and if I do, I don't shield bash unless I have something in my left hand. The skeleton won't break if have a shield or a torch in your left hand. If you try to bash with just something in your right hand, it will break. It will also break if you bash with fists. I don't know about staffs, bows, and two handed weapons however. You may also notice that Dodging puts your eye level below the floor. Basically the two mods are incompatible unless you fight in 3rd Person. Seems like a waste to even bother with 3rd Person Animations in 1st Person View, but I find it's still a very necessary mod for just the few instances that I go into 1st Person. Link to comment Share on other sites More sharing options...
cacophany Posted June 4, 2010 Author Share Posted June 4, 2010 It's also happening with power attacks. :/ Guess I might have to try Uneccesary Violence or some other alternative. Link to comment Share on other sites More sharing options...
Megatarius Posted June 4, 2010 Share Posted June 4, 2010 Unnecessary Violence is also incompatible, I believe. It uses it's own version of first person called Fake First Person. My guess is, that version resembles the craptacular vanilla first person. I've never used it though. It's an uphill battle for those of us that use 3rd Person Animations. All the really popular mods are created with the standard first person. Good luck. You might be interested to know that DR 6, if it's ever released, incorporates 3rd Person Animations in 1st Person View, but Sky Captain seems to have thrown in the towel. The most popular mod for this game is most likely dead. Link to comment Share on other sites More sharing options...
cacophany Posted June 4, 2010 Author Share Posted June 4, 2010 Sorry, didn't see your reply before. So there's now way that I can fix the animations myself? I really hate having different animations for first person... it's so unrealistic and doesn't make sense. Link to comment Share on other sites More sharing options...
Megatarius Posted June 4, 2010 Share Posted June 4, 2010 You can easily fix it yourself, if you know what to do, which may not be so easy to learn. DR makes use of all new .kf files for the dodge, kick, and bash moves, as well as a new thrust move. Unfortunately, they were all done with the standard first person skeleton. They break the new first person skeleton because of differences in the joints or something. You would just have to load up the new first person skeleton in Blender, animate each of the new moves for it, and save them as .kf files with the correct names. Then when you try to do the moves with DR, it will reference your new .kf's instead and not break. If that sounded a little vague, it's because animation is not my strong suit, in modding and in professional 3D programs like Maya. However, do have training in the field, and I can speak with some confidence that what I just described would work. I just can't say exactly, since I've never used Blender to animate, or tried to animate for a mod. It's doable for sure though. Good luck if you decide to do it! I'll download a mod that fixes this problem. Link to comment Share on other sites More sharing options...
cacophany Posted June 4, 2010 Author Share Posted June 4, 2010 You can easily fix it yourself, if you know what to do, which may not be so easy to learn. DR makes use of all new .kf files for the dodge, kick, and bash moves, as well as a new thrust move. Unfortunately, they were all done with the standard first person skeleton. They break the new first person skeleton because of differences in the joints or something. You would just have to load up the new first person skeleton in Blender, animate each of the new moves for it, and save them as .kf files with the correct names. Then when you try to do the moves with DR, it will reference your new .kf's instead and not break. If that sounded a little vague, it's because animation is not my strong suit, in modding and in professional 3D programs like Maya. However, do have training in the field, and I can speak with some confidence that what I just described would work. I just can't say exactly, since I've never used Blender to animate, or tried to animate for a mod. It's doable for sure though. Good luck if you decide to do it! I'll download a mod that fixes this problem.Can this be done in 3DS Max? Is there a tool i can use to get the .kf files into 3DS Max? I am familiar with 3DS Max but not with the CS or the way animations are handled in Oblivion so I would probably have to ask a lot of questions unless there is some sort of wiki for the CS or something that would have info on animations for Oblivion. Link to comment Share on other sites More sharing options...
Megatarius Posted June 4, 2010 Share Posted June 4, 2010 Here's the wiki: http://cs.elderscrolls.com/constwiki/index.php/Main_Page I don't know 3DS Max. That might sound improbable since I just said I have training in the field, but my training is in Visual Effects, so I learned Maya. I dabble in modding with Blender for this game. I think it can be done in 3DS Max though, because I believe that's what Bethesda uses. Sorry I can't be of help further, but I hope I gave you more of an idea. I know what you want to do is doable, it's just that few people understand the depth of how shitty the vanilla 1st person is, so they never tried anything else. Link to comment Share on other sites More sharing options...
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