jangosan Posted June 26, 2015 Posted June 26, 2015 I've recently started work on a mod that replaces the tankards in skyrim with drinking horns. I have changed the goat horn mesh slightly in order to have only one horn in the world model for the drinking horn model, but i am having difficulty getting it to work as an AnimObject since i have very minimal skyrim animation experience. The problem I am having is that the horn stays static at the feet of the npc when they start the drinking animation. Any help with getting this to work corrrectly is appreciated.
Tamira Posted June 27, 2015 Posted June 27, 2015 Did you adjust your new model to the AnimObjectDrinkingTankard.nif in Nifskope? It must have the same position as the vanilla drinking tankard. I made something similar for my private use some time ago with the candlehorn and it works fine: https://picasaweb.google.com/lh/photo/pbYIAUPSPkO9-iItpRw2xvvaJFz2-0h-4j1klvvreaM?feat=directlinkhttps://picasaweb.google.com/lh/photo/Hd4rvrJj5W_57OyJYPzv9PvaJFz2-0h-4j1klvvreaM?feat=directlink
fore Posted June 27, 2015 Posted June 27, 2015 And don't forget that AnimObjects need to point to the appropriate actor's bone with a NiStringExtraData block.
Tamira Posted June 27, 2015 Posted June 27, 2015 (edited) The easiest way is to copy your mesh to the existing AnimObjectDrinkingTankard.nif which already has this NiStringExtraData block: https://picasaweb.google.com/lh/photo/uwI06lvTDr8-C_NuPwf1hxCFLCnzsD7qR454jiW1kGM?feat=directlink adjust it and remove the original tankard. Edited June 27, 2015 by Tamira
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