Aelion Posted November 26, 2010 Share Posted November 26, 2010 Yeah, i found a ninja run mod on the nexus site and it doesn't work. At least not on my game for some reason. i heard that i can change the animation in the toolset but i can't figure it out. So i'm asking if there is a ninja run mod that actually works? Link to comment Share on other sites More sharing options...
amdsempron2 Posted November 26, 2010 Share Posted November 26, 2010 Personally i use the onehandfastforward.kf from Sephs Dual wield mod. If u know how to mix and match some combat mods i would try that. I use a customized set of animations from Seph Dual Wield / DMC Stylish / KSTN Dual and 2Hand / some power attacks from a Final Fantasy type power attack replacer, and a couple from Deadly Reflex. I probably wouldn't even play Oblivion without these. I also have them set so only my Player Character Dual wields and u could define it as a "Ninja" freestyle, while NPC's use sword and shield styles. Ill post a video one day when i feel like waiting for a upload :whistling: . If you want to try this DONT download all 4 combat mods and try to install/run them at the same time as per thier readme's (1 will overwrite the other and so on). U will have to choose exactly what animations you want to use. Its best only to use 1 Combat replacer unless u can figure out what your doin. This can be difficult and WILL lead to crashes if you forget a animation. But once u get the hang of using/renaming .kf files its pretty ez. Link to comment Share on other sites More sharing options...
chakaru11 Posted November 26, 2010 Share Posted November 26, 2010 Damnit, too slow XD Achem. Anyway. If you want to create an animation mod just for your character. do this: Place the animation in the meshes->characters->_male->specialanims folder. That is important. If you just throw it into the _male folder, all NPCs ingame will use it. - After that is done, boot up the Construction set and go to file->save. That will create an empty esp file for you to use. Give it an appropriate name, like ninjarun or whatever. - Now go to the object window, click on NPC in the list on the left. A new list on the right will appear, showing all NPCs in the game. Scroll down to the letter P and find the NPC called "player" - that's you, obviously. - Now double click on it and the character window will appear. On the right of the character window, there are two little boxes, one for "head" and one for "full". The one called "full" triggers a full body preview window. - Now concentrate on the middle of the character window and click on the "animations" tab. A lot of the little boxes in there are checked red - those are the vanilla animations. - find your animation in the list - it will be unchecked and underneath the matching vanilla one. I have no idea what the run animation is called from the top of my head, but I think it would be "runforward". Your animation probably has another name like "runforward_ninja". Everything after the "_" is not important. - After you have found your animation, click on it and watch the preview dummy move. If it is your animation, check the little box next to it. SAVE. Done. Now if you have other animation esps that change the run animation, they might conflict. Use only one. Please not that this is the simple way to do this, a better method would be using the idle manager, but I guess for only one animation this version should work. Link to comment Share on other sites More sharing options...
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