thefinalconflict Posted February 24, 2007 Share Posted February 24, 2007 Seriously now, when i first saw KotN i went like OOOOh?!...but no, a new quest a tower and some other stuff and honestly i've seen better mods done by the community (Ok Umaril and all was very good but thats not the point of this topic) and then we get Shivering isles, wich will be a big hitter for player AND modders since brand new meshes/textures and environement will be brought in the game for everyone's pleasure. What DOES **** me off though is to see that Bethesda (who actually are paying their scriptors/texturers ...) WOULDNT release new animations (i mean wth) Why is my huge barbarian is sitting all fancy and why does he look like it walks like a girl? Could my thief character look cool when it jumps? Could my sorceress hover at level 30 instead of walking D:? With such a big modding community (theres over 400+ pages of mods o tessource or sumting) talking marketing, i wish they could've take a moment, sit down and think "We could do sumting that no one has done heh?" Some says its very aesthetic but i think that it makes each race feels unique too. Argonians should've swim faster and with an unique animation, they could've tail whip for melee instead of hitting with fists. Just that you'd probably get more argonian players. I just felt like i needed to whine about that ^^ Whaddya think Link to comment Share on other sites More sharing options...
Tiberiu911 Posted February 24, 2007 Share Posted February 24, 2007 Animations are hard for the community. Animating isn't hard. It's actually the easy part. The hard part is to get them to work in Oblivion, as for custom creatures, it would appear there is scripting required. It is possible, but difficult. That's why. And Bethesda didn't realease any new character animations with Kotn (and they will not with Shivering Isles) because they are fine and they work. It will be up to modders to do that. KotN did have new animations for its creatures though. That was needed. It's as simple as that. Why waste time to upgrade something already functional (CS...)? That's how Beth sees this, theres not much we can do. Link to comment Share on other sites More sharing options...
SickleYield Posted February 24, 2007 Share Posted February 24, 2007 Some of us ARE working on new animations - but the default walk, run, hit, etc. are hardcoded. They can be replaced for EVERYONE at EVERY level, but not just for your barbarian at level 10. There's not much point to making them for that reason. One can add new anims to a scripted mod like Actors in Charge and trigger them on a one-by-one basis, but that's basically good for taking screenies. Myself and a friend are working on some better hand-to-hand combat anims, and a few special idles for my mod, but that's really it. Link to comment Share on other sites More sharing options...
Tiberiu911 Posted February 24, 2007 Share Posted February 24, 2007 Hardcoded? Though as much. Quote They can be replaced for EVERYONE at EVERY level, but not just for your barbarian at level 10. What exactly do you mean by that? It will work on custom creatures but not the PC character? Because applying a custom walking animation on a custom creature makes it walk, however, it does not move (as in advance). The animation will play, but not execute. Link to comment Share on other sites More sharing options...
Povuholo Posted February 24, 2007 Share Posted February 24, 2007 Tiberiu said: Quote They can be replaced for EVERYONE at EVERY level, but not just for your barbarian at level 10. What exactly do you mean by that? It will work on custom creatures but not the PC character? He is responding to the first post, where he suggested that the player could do better looking animations for walking when at a higher level. But it's not possible to make a walking animation for the player without giving this animation to every other npc as well. And it'll be that animation at level 1 too. Link to comment Share on other sites More sharing options...
SickleYield Posted February 24, 2007 Share Posted February 24, 2007 Povuholo, please see my sig. ;) That is what I meant, though. Lots of things can be done for creatures that can't easily be done for the PC, because the creature anims/meshes/skeletons are multiple and not hardcoded to one item in one folder. Link to comment Share on other sites More sharing options...
Vagrant0 Posted February 24, 2007 Share Posted February 24, 2007 Long story short...Anything that can be done is being done by the handful (less than 10) of modders who know how to make new animations. While bethsoft releasing some of the tools/plugins they've had access to for the past 2 years would make things move along faster, it won't happen any time soon. The work that those few modders are doing is for their own projects, and while having a varied group of sitting/standing idles would maybe look better, it isn't high on anyone's list at the moment. Go play morrowind, there wasn't any problem with sitting animations there, and there was only 1 standing idle. Link to comment Share on other sites More sharing options...
SickleYield Posted February 25, 2007 Share Posted February 25, 2007 Vagrant - actually I've been looking at Morrowind a lot recently, too. Are there any mods that let the PC sit? It helps tremendously with atmosphere with the NPCs, but it would be even better if it were possible. A lot of Morrowind's better mods are now permanent features of Oblivion... Link to comment Share on other sites More sharing options...
Vagrant0 Posted February 25, 2007 Share Posted February 25, 2007 SickleYield said: Vagrant - actually I've been looking at Morrowind a lot recently, too. Are there any mods that let the PC sit? It helps tremendously with atmosphere with the NPCs, but it would be even better if it were possible. A lot of Morrowind's better mods are now permanent features of Oblivion...No, actually I don't recall any mods that added any new animations that were not creature based (don't think the prostitution mod counts since it only reoriented people via script). Now that I think about it, I was wrong, there were 1 or 2 other standing idles, but remember having trouble trying to trigger them. Getting new idles working in Oblivion is significantly easier, but still needs a proper animation file. Link to comment Share on other sites More sharing options...
Iamnotabot Posted February 25, 2007 Share Posted February 25, 2007 Can someone fix the jump animation? Link to comment Share on other sites More sharing options...
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