AurianaValoria1 Posted April 9, 2011 Share Posted April 9, 2011 I really like the look of the KSTN animation replacer, but I am hesitant to use it because I only want it for my PC, not the NPCs. Is there any way I can force the animations on only my character? If so, how would I go about doing it? Thanks!Auri Link to comment Share on other sites More sharing options...
fore Posted April 9, 2011 Share Posted April 9, 2011 To activate animations only for specific characters, you have to put the .kf files not into _male as described, but into _male\specialanims instead. Then go into CS (open an .esp, or make a new mod), open NPC -> player -> Animation tab, and click those files. Easy. But writing this, I'm a little confused now. :confused: Although I made this a 100 times (with walks, idles, and others), I have no idea what will happen to that many different specialanims. The reason is that in specialanims you can change the file name, and then the engine (as far as I know) has no more indication if a forward anim is a onehanded, twohanded, sneak, .. forward. Just try if it works. If not, there is still another, but more expensive option with a seperate folder. Link to comment Share on other sites More sharing options...
AurianaValoria1 Posted April 9, 2011 Author Share Posted April 9, 2011 Thanks, fore! I'll try that ASAP. It sound like it should work. Link to comment Share on other sites More sharing options...
AurianaValoria1 Posted April 9, 2011 Author Share Posted April 9, 2011 Well, it produced some interesting results. :unsure: It works for the most part, but vanilla animations are incorporated with it. So there's mostly the new animations with the vanilla versions thrown in there every once in awhile. :confused: Any ideas? Link to comment Share on other sites More sharing options...
fore Posted April 9, 2011 Share Posted April 9, 2011 Isn't that what you see when you install in _male? KSTN says it replaces MOST of the standard animation. So the other standards will remain. If you want exclusive use of some animations, you have to use the seperate folder method. Extract the meshes bsa, and copy EVERY file (no subfolders) from the extracted _male folder into a NEW folder. Overwrite with every custom skeleton and body mesh you have in your _male, and with all custom .kf files. Then you can remove the standard animations you don't like. To activate this new set simply define the players skeleton (in the NPC tab) with the skeleton path and name from your new folder. Link to comment Share on other sites More sharing options...
Deleted1848331User Posted April 9, 2011 Share Posted April 9, 2011 Try MAO (Mayus Animation Overhaul). It makes player animations independant of NPC animations, if you do it correctly (something with placing the animations in a new folder). And if you use OOO, you'll need the patch for MAO to work with it, found here. Link to comment Share on other sites More sharing options...
AurianaValoria1 Posted April 10, 2011 Author Share Posted April 10, 2011 I think I'll go with MAO, and see if that works. Thanks for the suggestions, fore and Lord Frostcraig. I appreciate it! :biggrin: Link to comment Share on other sites More sharing options...
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