Jump to content

Interact animation (Yellow Triangle)


bruisedooze

Recommended Posts

What's the name of the animation file where a character interacts with an object?

 

An example is when Renault presses the hidden switch in your cell at the introduction. Whenever this animation occurs I'm getting a yellow triangle briefly and I'm trying to figure out the offending file. This has been happening of awhile but I finally noticed what it was linked to today.

Link to comment
Share on other sites

What's the name of the animation file where a character interacts with an object?

 

An example is when Renault presses the hidden switch in your cell at the introduction. Whenever this animation occurs I'm getting a yellow triangle briefly and I'm trying to figure out the offending file. This has been happening of awhile but I finally noticed what it was linked to today.

 

If I remember correctly, the two lever activation animations are:

Data\Meshes\Characters\_Male\IdleAnims\ActivateLow.kf

Data\Meshes\Characters\_Male\IdleAnims\Activate.kf

 

Normally these would be located in Oblivion - Meshes.bsa.

Now if another mod redefines the animations to a path that is no longer valid, you will get a yellow triangle.

Link to comment
Share on other sites

Thanks for the information. Was hoping the file names would give me insight into the problem. I found the offending file (a pose mod), but I can't see why it was causing problems with this animation due to it making no replacers. Maybe it was causing more problems than just that and I haven't noticed them yet. It may have been redefining the path as you suggest, although i tried looking through TES4Edit to see if anything jumped out to me. Didn't see anything but then again I don't know exactly what I would be looking for.

 

Can animation files call for another animation and somehow this bungles the standard animation just through loading the mod?

 

Edit: Because the problem is mroe mod specific now I'll probably bring this over to the Mod support forum after I've looked at it a bit.

Edited by bruisedooze
Link to comment
Share on other sites

Thanks for the information. Was hoping the file names would give me insight into the problem. I found the offending file (a pose mod), but I can't see why it was causing problems with this animation due to it making no replacers. Maybe it was causing more problems than just that and I haven't noticed them yet. It may have been redefining the path as you suggest, although i tried looking through TES4Edit to see if anything jumped out to me. Didn't see anything but then again I don't know exactly what I would be looking for.

 

Can animation files call for another animation and somehow this bungles the standard animation just through loading the mod?

 

Edit: Because the problem is mroe mod specific now I'll probably bring this over to the Mod support forum after I've looked at it a bit.

 

Well, it depends on the animation but the system chooses an animation based on conditionals. The first animation to meet the conditionals will be played. If a mod were to insert higher priority animations whose conditions were met before the standard vanilla animations, they will play first.

Link to comment
Share on other sites

Missing animations don't cause YTs. In your case it's the "Animated Object" PrisonSecretWallSwitch01. Animated objects appear, when certain idle animations are played (CS Idle animation CGActivateSecretDoor, which plays the animation file activate.kf).

 

Why the animated object's nif (meshes\dungeons\chargen\prisonsecretwallswitch01.nif) is missing? I don't know. Usually they are in the same bsa file the animations are. There are only 2 situations I can can think of:

- the bsa file was changed, e.g. by ArchiveInvalidation "bsa alteration". If so, then check the existance of the nif with the BSA Commander

- the prisonsecretwallswitch01.nif was changed by a mod

 

Hope that helps.

Link to comment
Share on other sites

Missing animations don't cause YTs. In your case it's the "Animated Object" PrisonSecretWallSwitch01. Animated objects appear, when certain idle animations are played (CS Idle animation CGActivateSecretDoor, which plays the animation file activate.kf).

 

Why the animated object's nif (meshes\dungeons\chargen\prisonsecretwallswitch01.nif) is missing? I don't know. Usually they are in the same bsa file the animations are. There are only 2 situations I can can think of:

- the bsa file was changed, e.g. by ArchiveInvalidation "bsa alteration". If so, then check the existance of the nif with the BSA Commander

- the prisonsecretwallswitch01.nif was changed by a mod

 

Hope that helps.

 

Looking at the SSs I took more closely I do see the lack of the switch like you're suggesting. The reason I thought it was that animation was due to an animation sequence in one chapel where a Khajiit continually interacts with an altar. The 'reach forward' starts happening and then the triangle pops up then disappears quickly. Because the Khajiit interacts multiple times with the altar, it kept happening and I thought it was something to do with that animation. The only other spot I saw this occur, that I can remember, was with one of the mages in Chorrol.

 

So there are a few meshes being affected. When I got the chance to look at this on the weekend I have a better idea of what to look at. Thanks for the help.

Link to comment
Share on other sites

Looking at the SSs I took more closely I do see the lack of the switch like you're suggesting.

 

To make this clear: the switch usually IS missing. It's when this special idle animation starts that the switch is added to the setup. And when the idle animation stops, the switch is automatically removed again. That's how "animated objects" work. Like bottles which are drunk, or rakes which are moved.

 

So it has to do with with animations. But it's the missing anim object mesh which causes YT.

Link to comment
Share on other sites

Looking at the SSs I took more closely I do see the lack of the switch like you're suggesting.

 

To make this clear: the switch usually IS missing. It's when this special idle animation starts that the switch is added to the setup. And when the idle animation stops, the switch is automatically removed again. That's how "animated objects" work. Like bottles which are drunk, or rakes which are moved.

 

So it has to do with with animations. But it's the missing anim object mesh which causes YT.

 

heh yeah, wasn't paying attention to which animation he was talking about. Fore is quite correct, that instance oif activate.kf playing is part of an animated object. The typical process is: activator object is rezzed, NPC is AI routed to it and told to activate it, on activation it causes them to play activate.kf, once completed the animation is terminated, the lever is deactivated and derezzed. teach me not to read more closely... thanks Fore :)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...