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Posted (edited)

In Oblivion I had success replacing a specific NPC's idle stance or animations (idle.kf, walkfastforward.kf, etc) by adding them as "Idle2.kf, Walkfastforward2.kf" in the same folder as all my other animations and going into the CK and under the animation tab, it used to autodetect any new animation .kf files in the animation directory and allow me to switch animations by clicking a check box, and that was all that was required. After attempting the same process in the Skyrim CK, I've noticed the animation tab is a bit different, and it doesn't appear to have similiar autodetect/check box functions for the animations. Open up an NPC in the CK in Oblivion, and then Skyrim, and you will see the difference I am referring to under the animation tab. Anyone able to give me a push in the right direction, or a solution?

Edited by slapahotribe23
Posted

You haven't noticed yet that in Skyrim all NPCs have not one, but a random sequence of different animations as idle stances? And these are controlled by the Havok behavior files. As are all animations in the game. And therefore it's not possible to make any such changes in the CK.

 

The only (known) way to add some sort of animations to the game is FNIS. To learn more about it, see the link in my signature. :smile:

Posted (edited)

Hey there, I've been using FNIS with good results, but I think I'm wording my question poorly. What I'm literally trying to do is replace the "mesh" for an NPC's standing/walking/fighting stance idle, like the meshes provided in this mod for example: http://www.nexusmods.com/skyrim/mods/15703/? (Pretty Combat Animations). The goal is just to have ONE female NPC use these meshes, while the rest retaining the standard vanilla meshes. I myself am playing a male character, so I wouldn't be able to use PC specific pathing for the meshes, and am trying to find a workaround for only my follower to use them and no other NPC's nor myself. I'll take a good look into the more complicated FNIS actions, as I only skimmed over it during a quick basic install to make sure "FNIS sexy walk" was working correctly, as it is. (Good Job).

Edited by slapahotribe23
Posted

The Alternate Animation Feature (used for FNIS SM) is rather complicated, and will only work for specific types of animations when they are implemented for those.

 

What you need is a PCEA like functionality. FNIS has the undocumented ability to not only support 1, but up to 27 PCEA folders. But the problem will always be that the connection between a character and his animations (via the behavior files) will always be through custom race definitions. So you cannot do this on a per character basis.

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