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Request help for a kf fix from a programmer (maybe).


mindboggles

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I don't know if this happens to other users of 3DS Max and nifscripts, but when I export kf animations a cruicial text field is always missing from my Controlled Blocks and if left blank or misspelt will cause CTD in game (and GECK). The value is for the Controller Types and it should be filled with "NiTransformController" (99% of the time), ATM I have to go through manually edit each one. It's very tedious, time consuming and with all the work I'm doing for The Frontier plus my own projects I'm doing hundreds (more like thousands) of edits.

 

I would be very gratefull if a member of the community could help me out with either a small program that I could run over my exported kf files to fill the entries, or help me find a way to get 3DS to export them in the first place.

 

Thank you in anticipation.

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Not sure you can take those kfs to Fallout (3 or 4). There were like only a few mods for animations in FO3 and FNV...cuz no one with the wherewithal or knowledge attempted..? I've never found anything worth using for animation tutorial in any shape or form for fallout/fnv. If yer asking about fallout4...jesus, that's a year away at best? First: FO4Edit...blah blah...you know the drill. :P

 

I'm sure that there is a large difference between games. :( One reason I didn't mod the Fallout games much is cuz...well, there's no anim mods except a few idles, and there's nothing but waifu or anorexic skeletons for body mods (which could actually fit if the doods were also waifee or skin and bone).

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If your looking for a tutorial to help with animation for FONV or FO3 you could look over this one http://www.nexusmods.com/newvegas/mods/60497/ I did include a fair amount of animation info to help modders create new creatures.

 

If FO4 is based off Skyrim's engine then they would be using Havok animation for actors again and behavior graphs which are :wallbash:

Edited by mindboggles
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