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NPC override or redefine to avoid MAO?


sbbg

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<Sorry to post on wrong place, moved to "troubleshooting board". Dear admin can delete this, thanks.>

Hi,

 

I would like to ask about some technical problem concerning MAO and its patch in Wyre Bash.

 

As far as I can tell, MAO and its patch can assign the mods before (in the order) itself to use

another skeleton to avoid custom animation like DMC stylish. And I have a mod which redefined/override Eyja(maid in the Skingrad) to make her beautiful. I put it in later order after MAO.

The MAO and its patch work and non-vanilla animations applied to Eyja as expected.

 

But here comes my problem: I have a copy of The Pirate Isles. I want to make the 2 first mates work with non-vanilla animation while the others DON'T.

 

I tried following steps:

1. start TESConstructionSet and start a new esp like "ThePirateIslesOverhaul".

2. Load the JNF The Pirate Isle's esp.

3. Fiddle with settings of 2 first mates and save them into the new esp.

4. Put the new esp AFTER MAO and its patch made by Wyre Bash.

 

These steps doesn't make non-vanilla animation work for 2 modified first mates.

But how could the custom Eyja I mentioned work? Is there any mistake I made?

Any comment or suggestion is welcomed.

 

Thanks.

Edited by sbbg
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