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Oblivion KF files, please help :-(


ao6238

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Alright so I was going to download the amazing jump mod, it had kf files, I was a little confused but I searched it up and found a answer, it said to extract the meshes of the folder and overwrite. When I tried to do It I noticed that my Meshes>Characters>male and all that wasnt there, what is there is Meshes>Characters>Lattmater and all that ( I downloaded the Lattmater race. ) Does someone have a solution? If you do it would be so so helpful thank you!!

 

 

--ao6238

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the .KF files are animation files, as far as i know

the folder you are talking about is for animations

you should see it, unless it is still part of the .BSA file, that has all the original game's content

 

i'm not sure if you should unpack it, but then again, i didn't have that problem

 

does the mod come with an .esp??

if so, create an OMOD (using OBMM), it's the best and easiest installation for mods

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well, have you tried installing other mods??

do you see the other folders?? is this one the only one missing??

 

anyhow, if you have OBMM, you could use it to unpack the .BSA files

this should do the trick

if it doesn't, then something is very weird.....

 

animations do work for you ingame, right??

 

 

OK, this is a long shot, but do you have a folder Meshes\Characters\_Male??

because this is the folder you need to put the animations inside (at least as far as i know)

 

really hope one of these work :)

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You'll want to put the KF files in Data/Meshes/chracters/_male/specialanims if you only want the player to use them, and Data/meshes/characters/_male if you want them to be used by everyone. Now, for just your player, simply dropping them into this folder isn't enough - to make the player use them you will need to use the plugin included, or create a plugin. For plugin creation, start up Construction Set and open Oblivion.esm, select Player from the NPCs list, and a dialog will pop up with the player's head to the right. Select the Animations tab (sometimes Construction Set crashes here, don't worry - Open it up and try again), and there will be a list with red Xs on the checkboxes - These Xs are default animations used by the vanilla game. Go down the list and check any of the new animations you want to override the defaults, hit OK, and save the plugin with a descriptive name.

 

Another thing you may want to do is backup the old animation files into a folder that may be overwritten by the new files - You may not like them, and instead prefer the old animations, which then all you have to do is go to the backup folder, copy, and overwrite the new files.

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Well, thats the problem, I dont have a folder I can put them in... When I press my Character folder, all that comes up is a Lattmater folder and inside that there are only eyes and all that ( Its a race ) So Basiclly I dont have a folder to put the animations in. Maybe if you could attach your character files I could download them, that would be the best, and thank you so much for trying to help!! :D
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This is going to look like a long and complicated post but it's not. It just contains detail, typical of all my responses. This will explain why you are doing what you're doing, not just mindlessly telling you to do random things like above. Read on and follow step by step it's really simple. In short it involves Downloading and installing OBMM. Properly placing your downloaded animations. Using BSA Redirection to enable the changes in game through OBMM. But I've explained it in the most simple form, step by step, that's why it appears like a long post but it's really not that much going on here. Please, I urge you to follow this step by step.

 

I have highlighted certain things to make it easier on you to find certain information. Don't ignore the other information as it explains what and why you're doing each step.

 

Okay guys you are over complicating this very simple issue, or lack thereof, and suggesting things that are unneeded. Create an ESP file to make the new animation work? Hardly needed. Ever heard of BSA Redirection, Archiveinvalidation? Read on, I'll get to this. Manually create the file path? Again not needed. The mod already has the file path setup properly. I just downloaded this mod to look and make sure. The file structure is correct. Okay ao6238 follow these steps.

 

1. Download file, obviously you have already done this.

2. Extract the archive to any location, a folder of your choice. I have created a folder Oblivion Mods and inside it I keep a backup of all Archives I download in their own folder.

2a.Create a new folder like mentioned above. Desktop > Oblivion Mods > Jump Adjustment (extract archive here) It's good practice doing this to keep backups and view Archives before you install them.

3. After you have extracting the archive to a folder as mentioned in Step 2 navigate to the following. Amazing Jump > Ramy Motion > Meshes. Right click on this Meshes folder and select Copy. (**Important DO NOT SELECT CUT**)

4. Now navigate to your Oblivion installation. Default is C:/Bethesda Softworks/Oblivion.

5. You will have a Data folder inside of your Oblivion folder. Right click on the Data folder and select Paste. Answer YES TO ALL when prompted. Don't worry this will not overwrite your existing Meshes folder, it will simply add to it since these are all NEW animations. They do not replace existing files, especially since there are none. The original animations are stored in the Oblivion BSA file.

6. You can now close those folders. The animations are installed to their proper place.

 

Next you will need to do the following to get the Animation to show up in game. You need a form of Archive Invalidation. This allows Oblivion to 'see' and use any additional files inside the Data folder since it normally looks in the BSA for information. Oblivion will continue to look in BSA unless you tell it other wise. This is what Archive Invalidation does. Read on for how to get the desired result.

 

Download and install Oblivion Mod Manager OBMM I suggest this for the novice user and to assist in mod installation and ordering. OBMM has built in Archive Invalidation with multiple options. BSA Redirection is the best. Next I will list the steps you need to follow to activate BSA Redirection.

 

First install OBMM per the installation instructions listed on the above linked website. Then follow the steps below.

1. Start OBMM.

2. Click Utilities.

3. Select Archive invalidation. You'll get a popup window.

4. Click BSA redirection (it's the default choice).

5. Click Update Now.

6. Close the Archive invalidation popup (click the red X in the upper-left corner).

7. Quit OBMM or click Launch Oblivion.

 

Now all the new meshes or textures will be applied in game. Your new animations will work properly if you followed each step I listed here properly.

 

There are other means of Archive Invalidation such as Archiveinvalidation Invalidated or Wrye Bash. Archiveinvalidation Invalidated is pretty simple and straightforward where Wrye Bash is more advanced. I suggest you get more familiar with Oblivion and OBMM before you move to Wrye Bash.

 

Read more about Archive Invalidation if you wish to understand it more at devnull.sweetdanger.net. I hot linked the Archive Invalidation page but click the Home page for even more great info.

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