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How-to add new animations to Pose Compendium


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Article link: How-to add new animations to Pose Compendium

 

How-to add new animations to Pose Compendium

 

Before we start here some basic information about how mod structured and how it works

 

Structure of mod (3 parts)

==========================

 

1. BSA is only for convenience of resource distribution (animations, textures, meshes). Since I am not the author of resources I provide all original resources (from multiple pose mods) with no modification whatsoever. Nothing stops you from using resources from original mod without BSA (just drop original textures, meshes, animation files to appropriate folders under data)

 

2. ESM (master) is to deliver original object definitions (clutter objects, furniture, etc) used within animations. Again I ported all original object definitions "as is" without modifications.

 

3. ESP contains all the stuff created by me (animation definitions, spells, quests, scripts, etc)

 

Logic of mod

============

 

Animations implemented as idles. In order for idle to be active certain conditions should be met. Thus there are definition for each idle with UNIQUE condition specific to this mod only. Creating that UNIQUE condition achieved via running couple of quests, casting spell on self and changing some quest variables.

 

Just to point out that innovation of this mod is around CONFIGURATION and FLEXEBILITY. Whole approach is possible only because of Pluggy arrays (low maintenance overhead, simple code that can handle unlimited number of poses).

 

Idle conditions (spell) and switch mechanism was designed after popular CTAddPose mod framework. Numpad use is mostly modelled after WHOOSH

 

How to add new poses

 

1. Make sure you have your resource handy (animation files located in appropriate folder under data)

 

For sake of this demonstration let grab animation poses by Cold=shot= and extract "CT Add Pose (enfant) ver 0.2"

 

You will see that there are plenty of animation files under DatameshesCharacters\_maleidleanimsCTAddPoseenfant

bed_stirinsleep01.kf

bed_stirinsleep02.kf

dynamicidle_sit.kf

dynamicidle_sit2.kf

dynamicidle_sleep.kf

efgaic101a.kf

efgaic102a.kf

efgaic103a.kf

efgaic105a.kf

ponder03.kf

ramyaic_703.kf

ramyaic_704.kf

ramyaic_706.kf

ramyaic_707.kf

ramyaic_708.kf

ramyaic_710.kf

ramyaic_711.kf

ramyaic_715.kf

ramyaic_716.kf

ramyaic_717.kf

ramyaic_718.kf

ramyaic_722.kf

ramyaic_723.kf

ramyaic_724.kf

ramyaic_725.kf

ramyaic_726.kf

ramyaic_727.kf

ramyaic_728.kf

ramyaic_729.kf

ramyaic_730.kf

seductiveidlea.kf

seductiveidleb.kf

 

If mod packages resources in BSA use Oblivion BSA Commander or BSA browser utility from OBMM

 

2. Load Pose Compendium in Construction Set

2.1 Start construction set with with OBSE

C:Oblivionobse_loader -editor

2.2 Select "Pose Compendium.esp" as Active File (esp NOT esm)

 

3. Define idle animation under "Pose Compendium" for each of the animation files you are interested in.

3.1 Open Pose Compendium Idles "Gameplay"->"Idle Animations"->"Pose Compendium"

3.2 Define high level idle (following pattern).

Create new High Level idle CTAddPoseEnfant

3.3 Define condition for high level idle. This is rather optional step and I believe usually done for performance considerations.

Copy all conditions from another high level idle. Last is GSStorm so we copy all condition from there to CTAddPoseEnfant. Tweak coditions to reflect new values (increase both variable by 1000)

Conditions:

GetQuestVariable Quest:'A2PCPoseQuest', Pose >= 15000

AND

GetQuestVariable Quest:'A2PCPoseQuest', Pose < 16000

3.4 Define idle animation for each animation file

for example:

CTAddPose0000Enfant01

DatameshesCharacters\_maleidleanimsCTAddPoseenfanted_stirinsleep01.kf

Condition: GetQuestVariable Quest:'A2PCPoseQuest', Pose == 15000

(number shoudl be within boundaries defined by high level idle, in our case 15000 - 16000)

 

4. Test animations

4.1 Select any NPC

"Actors"->"NPC" and double cick on it

Switch to Animation tab in NPC window

Enable Preview Full

 

 

7. Save mod

 

8. Modify INI config file

 

9. start game and reset "Pose Compendium"

 

10. Start posing

 

Note: all animation files are NOT included in BSA file

 

 

 

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